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Published by Justforlulz1338, 2020-08-30 21:56:38

Tales from the Yawning Portal

200
CHAPTER 6 j AGAINST THE GIANTS

MAP G.G: 11ALL OF THE FIRE GIANT K I NG , SECOND LEVEL



portunity presents itself, she will heist as much in gems Aside from stolen cloaks piled here and there like
and magic as she can and then slip away-but until then ne the chief features in this secret room are three
she will help the characters to the best of her ability heavy iron chests. All are locked, and each key is on
(both to better her own chances of staying alive in this a di erent wererat. The chests are also trapped with
awful place and to win their trust). During this time she poi on needles (see "Sample Traps" in chapter 5 of the
will be casing the characters to learn what they carry. Dungeon Master's Guide). The poison on these needles
Ce1113C. The king's chief lieutenant, a fire giant i oil of taggit (see "Sample Poisons" in chapter 8 of the
named Boldo, hangs in chains as punishment for failing Dungeon Master's Guide).
to be properly deferential to Snurre. He will do anything The third chest the characters investigate is addition-
to get back into Snurre's favor. Thus, he will happily lie ally trapped so that two poisoned darts fire upward from
to the party and tell them he is here because he tried to the inside when the lid is opened. Each dart has a range
prevent Snurre from taking his current hostile course. of 30 feet and a +8 bonus to hit. It deals 2 (ld4) piercing
If freed, he tells the characters, he can get several other damage on a hit and subjects its victim to exposure to
fire giants to aid them in overthrowing the king and re- drow poison (see "Sample Poisons" in chapter 8 of the
storing the peace. In fact, Boldo will betray the party at Dungeon Master's Guide). The mechanism for this trap
his earliest opportunity. He is quite bright, and he will is inside the chest, thus it cannot be detected from the
not be rash. outside. A character who succeeds on a DC 20 Wisdom
CeJJ 14C. Chained in the cell next to the guardroom (Perception) check while beginning to open the lid no-
is an empyrean (of chaotic good alignment). It has been tices that it opens stiffly, with resistance from the inside.
drugged and is effectively unconscious. A character Those near the chest have a brief moment of warning
who succeeds on a DC 15 Wisdom (Medicine) check before the lid springs fully open and the darts shoot
can identify the effects of exposure to a virulent form of forth; anyone who ducks down or lunges away from the
oil of taggit (see "Sample Poisons" in chapter 8 of the chest can avoid being hit.
Dungeon Master's Guide). Magic, such as protection Treasure. The first chest holds six pieces of jewelry
from poison or lesser restoration, can remove the poison worth 250 gp each, eight pieces worth 500 gp each, and
from the empyrean's system. Otherwise, he recovers three large pouches stuffed with 100 gp each.
naturally in 12 hours. If awakened, he helps any party The second chest contains a potion of poison, 800 gp
destroy the inhabitants of this place, although he would (loose), and a cursed scroll of protection (lycanthropes).
not mind seeing evil characters in the party die also. Someone who reads the scroll must succeed on a DC 15
Guardroom (G). One fire giant guard and three Wisdom saving throw or become afflicted with wererat
wererats in human form (appearing as female humans lycanthropy.
in tattered clothing) are conversing here by torchlight. The third chest is empty, but a permanent invisibil-
The giant has two rocks nearby. In the room are a table, ity spell covers writing on the inside of the lid. If the
a chair, a stool, a bench, three kegs on the floor, and a invisibility is dispelled, the information tells where a
small, covered jar on the table. The first keg holds small stone in the wall along the stairs down can be removed
beer, the second one water, and the third one mead. The to reveal a ring of shooting stars, a spell scroll of seven
jar contains oil of taggit; anyone who opens the jar is cleric spells (DM's choice), and a metal case holding
exposed to the poison and has disadvantage on the sav- six potions (healing, diminution, plus four more of the
ing throw. On the walls are pegs holding a giant's bag, a DM's choice).
cape, a shield, keys to the cells, and a shirt. A secret compartment in the lid of the box that con-
If the guard is subdued and interrogated, he knows tains the potions holds pipes of the sewers. A character
nothing of the secret tunnel to area 8 (and thus does not who succeeds on a DC 20 Wisdom (Perception) check
volunteer that information). If the disguised wererats are while examining the box finds the compartment.
conversed with, they claim to be captives forced to labor
TEMPLE OF THE EYE (AREAS 9-11)
for the giants as scullions. If they are attacked, the were-
rats assume the form of giant rats and escape through a Illusionary walls (represented by dashed lines on the
drain hole in the northwest corner of the room, traveling map) screen the temple area from discovery. Making
from there to alert the drow of intruders. physical contact with these images reveals their illusory
The secret door to the east opens into a passage about nature. Someone who examines either image without
2 feet wide and 1 ½ feet high. It is rough, and a human touching it can determine that it is an illusion by making
in armor could not hope to pass along its length; even a a successful DC 15 Intelligence (Investigation) check.
halfling would have to struggle to get through it. On a successful check, the illusions fade for that charac-
Treasure. A loose stone in the floor to the east of the ter, becoming transparent enough to see through.
door hides a cache of 30 ep, 60 gp, and 21 pp. The guard Beyond the illusions, the whole place is illuminated by
wears a gemmed brooch (worth 100 gp) on his cloak. a strange, swirling light that seems to be part of the very
air. Eddies of luminosity drift here and there, causing
8. SECRET ROOM the whole scene to be difficult to perceive. Distances and
This place, pitch dark, is the lair of seven wererats. If dimensions are tricky to determine in the shifting light
the encounter is going badly for them, survivors flee of rusty purple motes and lavender rays. Globs of mauve
down the northeast passageway to area 15 on the third and violet seem to seep and slide around. The ceiling of
level (map 6.7) and warn the drow. the temple is out of visual range, 50 feet high at its low-




CHAPTER 6 I AGAINST THE GIANTS
202

est point and well over 65 feet where it va These are made of bronze that is green with age, and
the center. each branch holds a fat black candle that burns with a
9. Giants' Worship Area. Each pillar radt es a s nse flame of leaping lavender and deep glowing purple but
of unease and insecurity in a 5-foot radius simulate never grows shorter.
this by making players uneasy in whatever a _ _ youfind The third tier is dull black stone with whorls of plum
best). The wall to the west is a mural howing giant and lavender and splotches of red. The metal triangle
bowing before a black cairn, offering sacri fice and give- stands upon the third tier. If the altar stone is touched by
ing gifts. The floor in the western half of the area i of living flesh or hit by a weapon (or any object), it begins
porphyry, and the pillars are made of serpentine. Their to fade in color, and in 3 rounds becomes a translucent
well-polished surfaces reflect the strange light that amethyst color with a black, amorphous center. A crea-
permeates the place. The scenes on the wes t wall grow ture that touches or strikes the altar when it is in this
more gruesome as the viewer proceeds north. culminat- form must succeed on a DC 15 Wisdom saving throw or
ing in scenes showing human and giant sacrifice near become paralyzed for 1 hour.
the end closest to the altar (area 11). If the drum on the first tier is beaten, the chimes are
10. Servants' and Thralls' Worship Area. The pol- rung, and the triangle is struck while the altar is in this
ished floor of red and black hornblende seems to flow translucent state, a glowing golden eye swims into view
between the thin pillars of obsidian that border this in the stone's writhing center. For each creature that
area. Each of these pillars radiates an aura of mild fear sees the eye, roll a d12 and consult the following table.
in a 2-foot radius, and if one is touched the creature who The creature is affected as if by a symbol spell of the in-
comes into contact with it must succeed on a DC 15 dicated type (save DC 15):
Wisdom saving throw or be affected as if by a fear spell
d12 Result
with the pillar as the object of its fear. Passing between
Death
two pillars causes a creature to take 5 (2d4) lightning
2 Discord
damage, or double that if it is wearing metal armor.
3 Fear
The wall to the east shows a scene of various crea-
tures submitting to a trio of huge, vaguely squid-like 4 Hopelessness
creatures, each with ten hairy tentacles and mottled in 5 Insanity
various shades and tints of purple and violet. In the fore- 6-12 No effect (looked away in time)
front of this mass self-sacrifice are elves and humans, Except for the death effect, these effects are curses and
but there are also dwarves, gnolls, ores, trolls, halflings, can be removed only as such.
ogres, goblins, and other creatures among the crowd. If the three tentacle rods from area 12 are in the char-
Those near the front of the line are being torn apart and acters' possession when the eye appears, and the bra-
the bloody gobbets eaten as dainty morsels. ziers remain lit, then the altar becomes a means of sum-
11. Priests' Area. The northern end of the temple is moning an Elder Elemental God- it turns a transparent
tiered, with three low steps that lead up toward the cen- heliotrope in color, the black mass at the center grows
ter of the north wall. This wall, made of cloudy purple larger and shows swollen veins of purple, and the eye
stone, displays an inlay of a huge inverted triangle with a is a fiery red-orange. Then a tentacle comes out of the
Y shape enclosed in it and touching the triangle's sides. altar and grabs the nearest living creature. The tentacle
Hanging beneath this symbol, suspended on chains has a reach of 20 feet and a + 11 bonus to hit. A creature
from the ceiling, is a black metal triangle and cylinder. hit by the tentacle is drawn into the stone- totally gone,
The floor of the first tier is black stone shot through destroyed.
with veins of violet. A great drum of blackened skin and If a creature is drawn into the altar, the altar re-
chitinous material rests on the western side of the first turns to its dormant state, and atop it will be the thing
tier. On the eastern side is a rack from which hang nine most wished for by the party- or something that will
silver cylinders, apparently a set of chimes. (these chime enable the characters to attain the end or state they
tubes are hollow and are worth 100 gp each). most desire.
The large pillar to the east on the first tier is made of If a second summoning of this Elder Elemental God is
malachite and is covered with graven signs and sigils. A attempted within the same day, roll a dl2 and apply the
casting of detect magic reveals that the glyphs radiate an indicated result from the table below.
aura of conjuration magic. If the correct pair of gylphs
d12 Result
are touched, the creature touching them will be trans-
ported to area 18 on the third level (see map 6.7). You Tentacles try to seize and devour ld4 more creatures
should devise the twenty-four glyphs upon this pillar within the minute, but entity does not grant any addi-
and select which two are the trigger mechanism. tional desires.
The second tier is dark gray stone, with specks of lilac 2 Entity strikes everyone present permanently blind and
and orange and purple. It holds a huge stone altar block does not grant any additional desires.
of dull, porous-looking, somewhat rust-colored black 3 Entity raises one ability score of each character pres-
mineral. To either side of the altar are large bronze bra- ent by 1 point and takes no sacrifice.
ziers whose corroded green coloration is particularly
4-12 Entity ignores the whole thing.
nauseating in this setting. Flanking the braziers, in the
Treasure. The only items of value in the temple that
form of triangles pointing downward. are two sets of
can be salvaged are the silver chimes. Each hollow sil-
candelabra, each candelabrum having three branches.
ver cylinder is worth 100 gp.
CHAPTER 6 I AGAINST THF GIANTS

MAP 6.7: Hall OF THE FIRE GIANT KING, THIRD LEVEL

CHAPTER 6 I AGAINST THE GIANTS
204

12. DROW CLERICS' AREA
The entrance to this chamber is protected a all of
tentacles (not depicted on the map). It appears as rough
brown-purple stone. This magic wall i like ropers
combined into one creature, giving it two b e at ac k
and eight tendrils that it can employ every round hough
the tendrils have a range of only 20 feet The ·all
has resistance to bludgeoning, piercing. and lashing
damage from nonmagical weapons. A ca ting of dispel
magic deals the wall 50 damage, and disintegrate deals
it 100 damage.
Drow can freely pass through the wall If any other
creature touches it, the wall attacks and emits a hiss-
ing and champing noise to alert the occupants of the
chamber beyond it. If its current hit points drop to half
its hit point maximum or lower, the wall casts darkness
on itself (affecting only the outside of the wall, not its
inner surface).
The chamber south of the wall is lit by the same ever-
burning black candles that are found in the temple (area
11), so the illumination is eerie and dim. The walls are
hung with purple cloth, and the floor is thickly carpeted
in black. The inner room to the east is screened off from
the outer room by a brocaded hanging of black with or-
ange, gold, lilac, and mauve.
Outer Chamber. The antechamber is the quarters of
a drow elite warrior and a drow mage who assist their
priestess, Eclavdra. Each has a tentacle rod in addition
to its usual gear and weaponry.
A smoldering copper brazier near the door gives off an
incense-like smoke that is sweet, cloying, decayed-smell-
ing, disgusting, alluring, and euphoric all at once. In the
candlelit room are two low black couches, each inlaid
with silver. To one side sit a round table and two arm- the southeast corner near the wardrobe, where a low-
chairs. At the foot of each couch is a low table with a ba- backed chair stands with a gown thrown over it. This
sin and ewer made of jasper. Small stools and enameled screen effectively hides the location of the secret door,
coffers provide a bit of decoration. which enables the priestess to slip in and out unseen.
Treasure. The jasper basins and ewers are worth 300 Treasure. Many of the items in Eclavdra's chamber
gp per set. The first coffer examined holds a spell scroll are of significant value.
of word of recall and three bars of adamantine, each The priestess's ceremonial garment is set with ten vio-
weighing 5 pounds and worth 500 gp each. The second let garnets (worth 50 gp each), ten topazes (50 gp each),
coffer contains 100 cp, 100 sp, 10 ep, 20 gp, and 10 pp, ten black opals (100 gp each), and ten amethysts (100 gp
each type of coin in its own black leather pouch, as well each); it is covered with a plain black wrapper to protect
as a pouch of ten gems (worth 50 gp each). it from dust and damage.
Inner Chamber. The inner room, lavishly furnished A coffer on the low chest between the divans has a
and decorated, is the sanctuary of Eclavdra, the drow glyph of warding on the inside of the lid, so if anyone
priestess ofLolth who has fomented all the trouble other than Eclavdra opens it, the glyph casts insect
with the giants. Like her assistants, she also carries a plague (spell save DC 14). The container holds three
tentacle rod in addition to her other equipment. spell scrolls (gate, divine word, and greater restoration).
Here the light from candles is supplemented by two A coffer near her bed contains six potions: poison,
small braziers of black and silver. Tapestries of a sug- mind control (fire giant) (see appendix A), growth, hero-
gestive nature adorn the walls. The furnishings include ism, and two philters of Jove.
a large bed, two small tables, three coffers, a buffet, a On the dressing table are two combs, a brush, four
cabinet, a large wardrobe, two divans with a low chest pins, and ten jars that hold unguents and cosmetics.
between them, a dressing table and chair, a large mir- These items are of onyx and silver, set with tiny gems.
ror, two hampers, and two chests. All furnishings are Each is worth 50 gp.
of ebony or black stone, and most have silver inlay. The Beside her bed on a small table are a basin, a ewer,
wardrobe holds feminine clothing and the priestess's and a goblet made from lapis lazuli (each is worth 500
vestments of mauve, black, and plum, stitched with gold. gp). The ebony-and-amber screen around the dressing
A small screen of ebony inlaid with amber (weighing area weighs 10 pounds and is worth 150 gp. The large
10 pounds and worth 150 gp) sets off a dressing area in mirror of silver is worth 50 gp.



CHAPTER 6 I AGAINST THE GIANTS

13. GUEST CHAMBER
Ifjarl Grugnur and his lady, Estia, survived the assault
on che glacial rife. they will be sequestered in this cham-
ber. accompanied by a frost giant that serves as a door
guard. If che jar! and his lady are not present, the room
concain two frost giants, recently arrived messengers.
The place is dimly lit by a few torches. It holds eight
cots, a long table, two benches, two chairs, three stools,
two buckets, six chests, a large box, and a cabinet.
Hides on the floors and pelts on the cots help to make
this place more comfortable and familiar for frost giant
guests. Pegs hold clothing and three giants' bags.
Treasure. Each giant carries 100 gp. In addition, the
jar! and his lady will have whatever loot they managed to
salvage from their stronghold.
14. GUEST CHAMBER
Two cloud giants, a noble and his traveling companion,
have come to hear from King Snurre why his war-
fare will profit them and make them more powerful.
The giants have two lions serving as watch-animals
at the door. The noble has a chain mail coat (AC 16),
and both have their great morningstars and throwing
rocks nearby.
The chamber contains two very large beds, two ward-
robes, two small tables, a large table, two chairs, two
stools, two buckets, a cabinet, a bench, and four chests.
The place is illuminated by torchlight, and there are
tapestries on the walls, rugs and hides on the floor, and
furs on the beds.
Treasure. On the small table near the bed to the south
is a platinum box set with moonstones and sunstones
(worth 1,000 gp) that holds ten gems (worth 100 gp
each), which are a present to the visitors from the king.
15. TROLLS' CHAMBER
Six troll guards nest in this room. Two of them keep
watch in the northern passage (within the area marked
by Xs) and two others do the same in the southern
passage. The other two monsters are in the central
chamber. Dozens of various polearms, morningstars,
and swords lie heaped in the middle of the room. (These
are used to arm the gnolls currently penned in areas
16 and 17.)
Treasure. Each troll has a nest of sticks, bones, hide
and skin scraps, and other nauseating material in which
is hidden 50 gp.
16. THRALL PEN
Sixteen unarmed gnolls dwell here. Each has nothing
but a heap of straw and a hide coverlet. Although these
creatures are slaves of the giants, they identify with
their masters' cause and will never help humans for any
reason- in fact, they will gladly take up arms to fight in-
truders if given the chance.

17. THRALL PEN
Ten unarmed gnolls dwell here. They will behave in all
respects like their kin in area 16.

THIRD LEVEL: GENERAL FEATURES 3. CAVERN END
The long cavern hooks eastward and terminates. Near
Map 6.7 shows the layout of the lowest le ·el of e fire
the dead-end wall is an abandoned subterranean lizard's
giant stronghold. This place is entirely natural. the tun-
nest that contains several dozen shiny rocks (but none
nels and caverns showing no marks of being hollowed
of value).
out, except for the entranceway to the level from above
and around the exit beyond the River of Lava.
4. CAVE
As is usual with natural areas, do not worry overmuch Four hell hounds are on guard here, immediately giving
about describing direction of passages and wall of
voice if they detect any intruders.
caves and caverns, let alone size and shape. Primitive
mapping techniques under stress conditions would 5. CAVERN
develop just about the same sort of chart as your play- Two fire giants are stationed here as a reserve on
ers will when their characters explore this level ... Snurre's order (acting on instructions from the drow, of
wretched, but sufficient to get from place to place. If course). One rests in the northeast end while the other
they have made it this far, they do not need any help keeps watch, patrolling between the spots marked G.
from the DM! Each has several rocks nearby for throwing. They have
Ceilings. All passages are at least 20 feet high, small a typical giant's bag apiece, and the room also has piles
caves being 25 feet or so from floor to ceiling vault and of hides for bedding, a hamper or two, and some per-
large caverns anywhere from 25 to 75 feet high (areas 7, sonal gear.
19, and 20 are among the highest). In a crisis situation, this is where King Snurre, Queen
Illumination. Most areas here are dark and still; only Frupy, Obmi, and other important fire giants and guests
a few are lit, such as the lava cavern (areas 19 and 20) will retreat to, along with whatever valuables they
and the giants' final refuge in a crisis (area 5). If you like, can salvage.
add a few patches of phosphorescent growth as dungeon
dressing- the light making it possible to see movement 6. GREAT VAULTED CAVERN
across it but not sufficient to illuminate an area. In the middle of this place is a permanent illusion of a
Sounds. If the characters were to remain still, they huge red dragon dozing atop a mound of treasure (ap-
might hear water dripping, and perhaps once and once pearing like area 7, below). What is actually in that spot
only a far distant echoing of stone striking stone. is a gorgon that obeys drow and has been instructed to
ignore the presence of such creatures as hell hounds
RANDOM ENCOUNTERS and fire giants and trolls. If any other kind of creature
On the third level of the fire giant stronghold, the chance speaks to it from a distance in Common or Draconic, it
of a random encounter occurs on an hourly basis. At the has been instructed to stand quietly but then to breathe
end of each hour, roll a dl2. On a roll of 1, which indi- upon intruders as soon as they are within range. The
cates a random encounter, choose from the following illusion disappears once the gorgon attacks.
possibilities:
7. TREASURE TROVE CAVE
• Two wandering trolls
• A fire giant patrolling with two hell hounds This room is actually an extradimensional space, ten
times larger than shown on the map. Anyone entering
• One drow elite warrior and three drow that use
will notice first the enormous pile of treasure that fills
stealth to remain undetected and avoid confrontation
the central part of the area and second the adult red
LOCATIONS ON THE THIRD LEVEL dragon sleeping upon it.
Brazzemal is the dragon's name. If the boulder across
The following locations are identified on map 6.7. the entrance is moved, requiring the strength of a fire
giant, he will certainly awaken. He will not immediately
1. CAVERN
reveal that he is aware of intruders, preferring to wait
This cavern is fairly colorful, having many reddish,
until they are at the edge of his breath weapon's range
pale yellow, and shining blue-gray rock formations that
before addressing them.
glisten in the light of torches or lanterns. Three ropers
Brazzemal is persuasive and deceitful, and his real
dwell here and conceal themselves among the natural desire will be to slay and devour the party and take their
stalagmite formations. They wait until prey approaches treasures to add to his already considerable hoard. Few
the center of the area before attacking. adventurers ever face a dragon of his size in battle and
Treasure. Each roper has one gem (worth 100 gp) in
live to tell about it; make sure that players and char-
its internal digestive organ.
acters are well aware that they face a truly terrifying
foe. Characters who are suitably flattering and ransom
2. GLOWING CAVE
themselves by handing over the bulk of their wealth and
This small offshoot of the larger cavern that runs north
magic items may be allowed to withdraw.
and south is filled with luminous plant growth and con-
If the dragon is cornered and in desperate straits, he
tains twelve hungry giant fire beetles. Some will be on
will swear to anything in order to save his life, but his
the ceiling and drop upon any creatures entering their
information is not to be trusted (although he will word
lair. These creatures served as a source of gifts for the
things in such a way as to avoid uttering any magically
frost giants in the past. They have no treasure.
detectable lie).
CHAPTER 6 I AGAINST THE GIANTS
207

Treasure. Brazzemal's hoard is an enormous heap, away in normal conditions). The pool's edge is lined by a
most of its volume consisting of loose coins. All the best hu e patch of gray ooze, and another lies along a ledge
treasures are buried, and a thorough search through the 11 feet high in the southeast of the place.
pile will take a very long time. It contains:
Stin king CAVERNS (AREAS 11-13)
• 69,830 cp The large spaces along the southern side of this level
, 34,600 sp
are inhabited by troll servants of King Snurre. The stink
, 1,870 ep
that comes from these creatures, their nests, and the
, 9,240 gp
offal and remnants of rotted meat they leave about is no-
200 pp in a malachite box that is itself worth 100 gp ticeable from as far away as the head of the corridor that
• Twenty-three loose gems worth 10 gp each leads southwest from near area 9.
• Five gems worth 100 gp each in a gold-chased
These caverns are very dangerous. If the trolls hear
silver egg (the two halves unscrew) that is itself suspicious noises, or if any of them are assaulted, they
worth 100 gp
split up to use the multiple passages in these areas to
, Twelve pieces of assorted jewelry worth 100 gp each surprise and surround their attackers, leaping out of the
Five jeweled weapons, human-sized, worth darkness to tear them to shreds. An assault from nine
200 gp each trolls is nothing to sneeze at, even for a high-level party.
Two silver mirrors worth 50 gp each)
Treasure. Each troll's nest holds about 1,000 gp
A ten-piece gold service worth 150 gp per piece
worth of mixed coins. The nest of the large troll in area
Ten ivory statues with inlays of gems and precious
1 3 also contains fifteen gems worth 100 gp each and a
metals worth 200 gp each
jeweled mace worth 500 gp.
, Four jade carvings and figurines worth 500 gp each
11. TroJJ Annex. Three trolls lounge herein, each with
inside a small chest
the typical messy mound of sticks and bones and other
, An idol carved of bloodstone worth 200 gp
noisome things.
, Seven spell scrolls of wizard spells (DM's choice) in a
12. TroJJ Central. Two trolls. This room, and its in-
crystal casket worth 500 gp
habitants, are much the same as those in area 11.
• A dragon slayer (DM's choice of sword type) in a jew-
13. TroJJ Heaven. Four trolls, including a dominant
eled scabbard worth 500 gp
one that is particularly large (120 hit points), reside
, A brazier of commanding fire elementals
here. Conditions are similar to those in areas 11 and 12,
Four potions of resistance (fire) in a coffer
except even more noisome.
Eight jars of rare unguents and perfumes worth
100 gp each 14. NARROW CAVERN
A suit of +2 armor, sized for a human (DM's choice of The corridor leading north from the troll dens is striated
armor type) with layers of blue and green and greenish-blue depos-
In addition, Brazzemal has six hundred sixty-six gems its and streaks. Patches of green slime (see "Dungeon
(worth 1 gp each) pressed into his stomach to protect Hazards" in chapter 5 of the Dungeon Master's Guide)
it. Destructive magical attacks against the dragon will grow on the roof of the passage and in the pool of water
certainly destroy from 60 percent to 90 percent of at its end. The slime on the ceiling covers an area about
these gems as well as wreaking havoc with the hoard 40 feet wide just south of the pool. The pool holds thir-
as a whole. ty-six agates (worth 10 gp each), which sparkle in the
presence of any light-source. Any creature that reaches
8. CAVE in to get these stones is 50 percent likely to blunder
This is a drow guardroom, currently housing three into the slime in the pool, which blends in with the
drow elite warriors and six drow. All are clothed in greenish rock.
black capes, shod with soft boots of black hide, and wear
hoods over their helmets. Two sentries are on duty at all 15. GRAY CAVERN
times near the entrance. The room holds only bedrolls This dark-walled place is the drow strong point, and a
and some miscellaneous gear. drow watches each of the six routes that meet at this
Treasure. Each elite warrior carries 40 pp, and each cavern. Four more drow are stationed in the chamber
other drow carries 5 pp. itself, for a total of ten.
In addition, the eastern alcove serves as a field head-
9. WIDE PASSAGE quarters for two drow elite warriors (the female is in
Twelve piercers make their home in a cul de sac, where command) and a drow mage. Near this alcove, a nar-
they patiently await unwary prey. The floor of the place row passage leads east and then south, ending at a set
is strewn with shattered skulls and bones. of rough-hewn stairs that ascend to the second level,
Treasure. Amid the gleaming white remains lies a emerging near area 8 on map 6.6.
gold necklace set with five gems (worth 250 gp in total). Treasure. The warriors and the mage carry 40 pp
apiece, and each drow has 5 pp.
10. SINGING CHAMBER
This small place has excellent acoustics, and the drops 16. SMALL CAVERN
of water falling into the pool along the southern portion The arrows to the north of the entry passage on the map
of the wall make a faint, pleasant musical sound that mark the location of a trap. A character must succeed
can be heard for 120 feet in silence (or from 60 feet on a DC 20 Wisdom (Perception) check to spot a trip-


CHAPTER 6 I AGAINST THE GIANTS
208

The flames and smoke render the area lightly obscured.
e wire. The salamanders are totally indifferent with respect
1 to whom they attack, although they know and re-
the act triggers a torrent of small iron p e e: each 4
inch in diameter, that pour out of hidden containe on spect the drow.
the eastern wall. These little spheres coat e floor in
the final 40 feet of the passageway and the firs 20 feet 20. COUNCIL CHAMBER AND DROW HQ
of the cavern itself. The secluded section of the cavern to the north serves
If they fall, the iron balls make a loud noi e. and any as the meeting place and council chamber for Eclavdra
creature moving across the affected area mu t succeed and her minions. If things have gone badly for the drow ,
on a DC 10 Dexterity saving throw or fall prone. A crea- and Eclavdra has escaped, she will be here with any sur-
ture that moves through the area at half speed doesn't viving followers.
need to make the saving throw. A constant watch is kept on the east entry to the cav-
There are nine female drow in the place. Five are ern- if intruders come, the dark elves will know of it. If
normal drow, and three others are drow elite warriors. threatened by powerful characters, the drow will cut the
These eight guards protect Nedylene, a drow priestess rope bridge, then flee to safety back along the passage to
ofLolth who is opposed to anything Eclavdra attempts. the north-northwest (at the location marked A), descend-
She is here to check up on her rival, and she will be ing deep into the Underdark.
suspicious of any creature entering her current abode. Currently in this place (at the least) are six drow and
On the other hand, she will not be averse to seeing her four drow elite warriors, one of which is a female com-
rival's plans go wrong, so negotiation is a possibility. mander who has 110 hit points. The commander has
Nedylene wields a +2 whip and carries a staff of a +2 shortsword, a +l hand crossbow, and three magic
swarming insects in addition to her other gear. bolts, as follows:
• A bolt of holding, which casts hold person on a target
17. JEWELED CAVERN
hit with the bolt, as well as up to two other targets
If light strikes the walls of this cavern, mineral deposits within 30 feet of that target
make the place glitter and sparkle as if it were sown A bolt of blinding, which casts blindness/deafness to
with jewels. This breathtakingly beautiful place is the blind on a target hit with the bolt, as well as up to two
current lair of two mind flayers who have decided to other targets within 30 feet of that target
see what is going on with their friendly enemies, the
• A bolt of vapors, which casts stinking cloud centered
drow. They plan to observe events, and the dark elves
on the point it hits
ignore them.
Treasure. Each mind flayer carries 250 gp (bribe Each of these effects has a spell save DC of 15 and a du-
money), and they have a tome of clear thought in a black ration of 1 minute.
metal box that can be opened only by a creature that has Treasure. In addition to bedding and a small amount
Intelligence 18 or higher. of personal gear, a chest holding 200 pp and ten gems
worth 100 gp each is hidden behind a rock formation in
18. SMALL CAVERN the far northeastern corner of the place. (Anyone who
The cave at the end of the passage to the northeast is looks there will find the chest.)
another drow guardroom, with occupants and contents The commander has a small coffer that contains two
identical to area 8: three drow elite warriors and potions of speed and two potions of superior healing.
six drow, two of which are on duty at all times near These will be used by the drow if necessary (and if she
the entrance. is able to dispense them).
Treasure. Each elite warrior carries 40 pp, and each
other drow carries 5 pp. PURSUING THE DROW
A pair of hoists-derrick-like machines with straps
19. SALAMANDER CENTRAL strong enough to hold cargo of any sort (even giants!)-
The huge cavern in the northwest corner of this level is are tucked into nooks on either side of the river of lava.
lit up in reddish light from the bubbling, steaming river If any of the dark elves escape and the characters want
of molten lava that flows through the place. The cavern to follow them, they can use these hoists to transport
stinks of sulfur and heated rock, and the temperature their possessions over the lava. It will take several
here is very hot, although a strong draft cools it some- hours to set the devices into working position, but
what. The roof is no Jess than 60 feet high. thereafter characters will be able to move supplies and
A rope bridge is suspended about 15 feet above the pack animals across the river and begin their pursuit
lava river, offering safe access to the northern chamber of the drow.
(area 20). The ropes have been specially treated to keep If the characters choose not to chase the dark elves,
them from bursting into flame. A creature that comes assume that the drow collapse the tunnel behind them,
within 10 feet of the lava for the first time on a turn, or sealing off the Underdark and ending the threat of coor-
starts its turn within 10 feet of the Java, takes 11 (2d10) dinated giant attacks thereafter. In any case, surviving
fire damage. A creature that enters or touches the lava characters are to be congratulated on the success of
for the first time on a turn, or starts its turn in the lava, their mission. Ti>
takes 33 (6d10) fire damage.
Amid this vaporous inferno in the area to the south-
east are two salamanders enjoying a change of clime.

CHAPTER 6 I AGAINST THE GIANTS
209



To B OF HORRORS







N THE FAR REACHES OF THE WORLD. Un DER A to even the wisest of sages. If the characters gain access
lost and lonely hill, lies the sini ter Tomb of Hor- to the innermost part of the tomb where the lich's crypt
rors. This labyrinthine crypt is filled with terri- lies, their actions along the way will have caused his
ble traps, strange and ferocious mon ters. rich soul to be called back to the Material Plane and alerted
and magical treasures, and somewhere within Acererak, now a demilich, that interlopers have invaded
rests the demilich. his resting place.
The legend of the tomb is an old story with
many parts, some of which may be lost or ob- RUNNING THE ADVENTURE
scured. Characters attempting to glean special informa-
As clever players will gather from the information in the
tion by consulting sages or through legend lore spells
"Legend of the Tomb," this dungeon has more tricks and
may still have difficulty obtaining as much background
traps than it has monsters to fight. This is a thinking
as they desire, for the scraps of information thus gained
are often minimal and mystical. person's adventure, and if your group is a hack-and-slay
The essentials of the legend can be furnished to the gathering, they will be unhappy! Only high-level charac-
ters stand a chance of surviving, but every player who
players from the following section.
braves the tomb will have the experience of a lifetime.
Negotiation of the tomb will require quite a long time,
LEGEND OF THE TOMB so be prepared to spend several sessions with this
Somewhere under a lost and lonely hill of grim and fore- material. When the game ends for the day, assume the
boding aspect lies a labyrinthine crypt. It is filled with expedition is spending the intervening time resting and
terrible traps and not a few strange and ferocious mon- recovering until play again commences. Since there
sters to slay the unwary. It is filled with rich treasures are no monsters to be randomly encountered within the
both precious and magical, but in addition to the afore- tomb, the party might be able to encamp close to the
mentioned guardians, there is said to be a demilich who entrance without fear of being disturbed, but if you do so
still wards his final haunt. Be warned that tales have it opt, do not inform the players of this.
that this being, called Acererak, possesses powers that As characters enter the various areas, read aloud ap-
make him nearly undefeatable! propriate sections of text, but never give any additional
All accounts conclude that it is quite unlikely any ex-
plorers will ever find the chamber where the demilich PLACINC THE ADVENTURE
lingers, for the passages and rooms of the tomb are In the original Tomb of Horrors, Gary Gygax suggested six
fraught with traps, poison gases, and magical protec- possible, far-flung locations for the adventure in the Grey-
tions. Furthermore, the demilich has so well hidden his hawk setting-proof in itself that the tomb is liable to turn
lair that even those who avoid the pitfalls will not be up just about anywhere. Those possibilities are as follows:
likely to locate their true goal. Only large and well-pre- , Inside the highest hill on the Plains ofluz
pared parties of the bravest and strongest should even , On an island (unmapped) in the Nyr Dyv
consider the attempt, and if such a group does locate , In the Bright Desert
the tomb, they must be prepared to fail. Any expedition , At the western border of the Duchy of Geoff
must have magical protections and weapons, and must , Somewhere in the Vast Swamp south ofSunndi
be equipped with every sort of device possible to en- , On an island beyond the realm of the Sea Barons
sure survival. Other settings offer choices that are just as varied.
Dragon/once. The tomb on Krynn might be in the foot-
THE TRUTH BEHIND THE LEGEND hills near the Eastwall Mountains, in the Cursed Lands of
Newsea, or in the Shadowglades of Krynn, where a rene-
Ages ago, a human wizard/cleric of surpassing evil took
gade wizard who served Takhisis was said to dwell.
the steps necessary to preserve his life force beyond
Eberron. Appropriate sites for the tomb in Eberron in-
the centuries he had already Jived, and this creature clude the Ashen Spires of Karrnath, or among the tors in
became the Jich known as Acererak. Over the scores of the Vile Marsh between Droaam and the Shadow Marches.
years which followed, the Jich dwelled with hordes of among Shargon's Teeth. Eberron's Boneyard could hide
ghastly servants in the gloomy stone halls of the very hill the tomb and thus speak to Acererak's enmity for Eber-
where the tomb is. ron's dragons.
Eventually even the undead life force of Acererak be- Forgotten Realms. The tomb could be in the Serpent
gan to wane, so for the next eight decades, the lich's ser- Hills or the Trielta Hills on Faerun. It could be in the
vants labored to create the Tomb of Horrors. Then Acer- High Moor or amid the isles that make up the Korinn
erak destroyed all his slaves and servitors, magically hid Archipelago in the Moonshaes. It might be somewhere
in the Anauroch desert, perhaps tying Acererak to an-
the entrance to his halls, and went to reside in his final cient Netheril.
haunt, while his soul roamed strange planes unknown

CHAPTER 7 I TOMB OF HORRORS
211

information that player characters would have no way ficiently high off the ground in order to collapse enough
of knowing, and avoid facial expressions or voice tones material to expose a portion of a tunnel entrance. Once
that might either give helpful hints or mislead players. an entrance is exposed, it takes about 1 hour for charac-
The real enjoyment of this adventure is in managing to ters to thoroughly clear the passage that lies beyond, but
cope, and those players who do so with even moderate a crawl space can be opened in 10 minutes.
success will appreciate your refereeing properly and al- Probing of the gravel and sand face can begin wher-
lowing them to "live or die" on their own. ever the characters choose- east side, west side, mid-
The starting information given here simply assumes dle, several locations at once or merely a single one
that the expedition has arrived at the site of the Tomb of at a time. Leave this strictly to the players to decide.
Horrors. After relating the salient features of the "Leg- The best manner to handle it is to ask where they will
end of the Tomb," you may fill in whatever other back- search, once they have determined that they will in-
ground is needed to get the characters to the site. vestigate the area and they have stated how it will be
done and with what. Remember that probing low to the
ADVENTURE START ground, or probing with short implements (daggers,
The characters have arrived at the site of the demilich's swords, and the like) will not reveal anything.
last haunt. Before them is a low, flat topped hill, about As soon as any entrance is cleared and entered, go to
the appropriate location on map 7.1: either area 1, area
200 yards wide, 300 yards long, and 60 feet high. Only
2, or area 3.
ugly weeds, thorns, and briars grow upon the steep
sides and bald top of the mound. There are black rocks
upon the top of the hill, and if these are viewed from a LOCATIONS IN THE TOMB
height of about 200 feet or so above the mound, it will be The following locations are identified on map 7.1.
seen that the whole is shaped like a human skull, with
piles of rock appearing as eyeholes, a nose hole, and the 1. FALSE ENTRANCE TUNNEL
jagged teeth of a grinning death's head. If the characters clear the passage on the west side of
A thorough inspection and search of the entire area the cliff face, read:
reveals only that the north side of the hill has a crum-
bling cliff of sand and gravel about 20 feet high in the
middle of the whole. (This cliff face is represented by the The corridor before you is made of plain stone, roughly
northern edge of map 7.1.) A low stone ledge overhangs worked, and it is dark and full of cobwebs. The ceiling
this eroded area, and shrubs and bushes obscure it from overhead is obscured by hanging strands of webbing.
observation at a distance.
It takes 10 minutes for characters to search each
10-foot-wide space along the cliff face. This examination Casual observation will not reveal that the ceiling,
must be done from a distance, using a long spear or a 20 feet overhead, is composed of badly fitting stones.
10-foot pole to poke into the sand and gravel, looking for The cobwebs must be burned away for someone to be
an opening. Any prodding into the cliff face must be suf- able to inspect the tunnel ceiling. Anyone who does so
and succeeds on a DC 10 Intelligence (Investigation)
check realizes that the ceiling is unstable and in danger
DEMONIC ATTENTION
of collapse.
Characters who become astral or ethereal in the tomb
might attract a demon. Roll a d20 whenever this occurs. Daylight is sufficient to reveal a pair of oaken doors
On a roll of l to 16, no demon appears. Otherwise the fol- at the end of the passageway. The doors open outward
lowing demons could appear: 17, a vrock; 18, a hezrou; 19, by means of great iron ring pulls. When either door is
a glabrezu; or 20, a nalfeshnee. opened, it is revealed to be a false door, and the trap is
triggered.







ABOUT THE 0RICINAL
Tomb of Horrors was born in Gary In the words of its creator, "This
Gygax's home campaign and in- is a thinking person's adventure."
troduced to the world at the first It was designed not for player char-
Origins game convention in 1975. acters of a certain level- though
Since its original publication in high-level adventurers are certainly
1978, Tomb of Horrors has risen necessary- but for players who
to legendary status among D&D enjoy a mental challenge and DMs
players and is generally regarded who want to put their own spin on
as one of the greatest adventures this truly unique dungeon.
of all time.






CHAPTER 7 I TOMB OF HORRORS
212

MAP 7-1 : TOMB OF' HORRORS

CHAPTER 7 I TOMB OF HORRORS
213

Ceiling Trap. If the ceiling is prodded with any force, Sliding Block Trap. If the paving stones shift when
or if the doors are opened, the ceiling of the tunnel col- someone moves across them, a 10-foot-thick block of
lapses. Creatures under the collapse must make a DC stone emerges from the midpoint of the eastern wall
15 Dexterity saving throw, taking 27 (5d10) bludgeon- and begins to slide into the corridor. Have the players
ing damage on a failed save, or half as much damage roll initiative. On each initiative count, the block slides
on a successful one. The trap mechanism is beyond 6 inches to the west, until at initiative count 1, it com-
the doors and inside the ceiling, so it can't be disabled pletely blocks the corridor. The block's movement can
from outside. be stopped by using an iron bar or a similarly sturdy
normal object, but only if the object is placed on the
2. FALSE ENTRANCE TUNNEL floor where it can be wedged into the space between
If the characters clear the passage on the east side of the block and the floor. If the block moves far enough
the cliff face, read: to prevent the characters from escaping, they have
to devise a means to bypass it. It can't be moved or
I The doors at the end of the passage are false ones.
forced backward.
The corridor before you is made of plain stone, roughly
worked and mortared, with a 10-foot-high ceiling.
3. ENTRANCE TO THE TOMB OF HORRORS
Even a bit of light entering through a crawl space or
Daylight will enable adventurers to dimly see what ap-
provided by a torch will reveal that an unusual tunnel
pear to be two separate doors at the end of the corridor.
lies ahead. If the characters clear the passage near the
The paving stones on the floor 50 feet south of the
center of the cliff face, read:
entrance are unmortared and shift slightly when char-
acters tread upon the surface. A character who inspects
the floor in this section and succeeds on a DC 15 Wis- Bright, brilliant colors are to be seen everywhere, the
dom (Perception) check notices the change in the floor. stones and pigments undimmed by the passage of de-
A character can use thieves' tools to keep the stones cades. The floor of the corridor is a colorful mosaic of
from shifting by taking 1 minute and succeeding on a
DC 20 Dexterity check. On a failed check, the shims are stone, with a distinct, winding path of red tiles about two
put in place but they fail when someone moves across feet wide snaking its way south down the corridor. No
the stone, and the trap is triggered. stonework can be seen on the walls or the ceiling twenty


CHAPTER 7 I TOMB OF HORRORS
214

feet above, for some sort of cement or plaste has been COVERED PITS
smoothed over all of these surfaces and the us rated. Pit traps throughout the tomb, except where otherwise
noted, are constructed as covered pits. Each one islO
The scenes show fields with kine grazing a c pse 1t
feet deep and concealed by a counterweighted trapdoor
several wolves in the background, workers of a ious that looks like the floor and opens as soon as any person
races and strange human-animal mixtures--pig-human, steps on it.
A character who succeeds on a DC 15 Wisdom (Percep·
ape-human, and dog-human-going about arious tas s.
tion) check discerns the edges of a pit's lid. In addition,
Certain of the frescoes show rooms of some building--a someone who prods a pit lid can force the lid to open with
library filled with many books and scrolls, the door of a a successful DC 10 Strength check. The lid can be wedged
torture chamber, and a wizard's work room. There are shut with a piton or a similar object. A character must suc-
ceed on a DC 15 Strength check to place the shim prop·
chairs, windows, boxes, bales, doors, chests, birds, bats,
erly. On a failed check, the shim fails if someone treads
spiders, and all manner of things shown on the walls. on the lid.
Each pit is spiked at the bottom, so someone who falls
in takes falling damage plus 11 (2dl0) piercing damage
This corridor contains five covered pits (see the sidebar). from the spikes. The spikes are also poisoned, so some-
On the west wall adjacent to the northernmost pit is one injured by them must make a DC 15 Constitution
where the torture chamber is painted. The wall hiding saving throw, taking 22 (4dl0) poison damage on a failed
the passage to the west shows a depiction of an iron save, or half as much damage on a successful one.
door that evidently confines some sort of horrid creature
(its taloned and scaled hands grasp the bars of its small Poison Needle Trap. If the chest is examined closely,
window). If the plaster and lath beneath this image is the viewer will note that it is hinged on the bottom so
broken away, a normal, inward-opening door will be as to allow the lid to swing down if a catch on the top
revealed. If the plaster remains intact, the door can be is pressed. The catch has an easily seen poison needle
discovered only by magical means. trap-the needle sticks 3 inches out of the wall- and the
Message from Acererak. If the path of red tiles on needle can be avoided easily by pressing the catch with
the floor is carefully observed and studied all the way the pommel of a dagger. Disabling the trap by taking the
from the entrance to where the path forks toward areas needle out of the mechanism requires the use of thieves'
5 and 6, the individual with such perseverance will be tools and a successful DC 10 Dexterity check.
rewarded by suddenly understanding that a message is The needle deals 1 piercing damage and 11 (2d10)
contained in barely noticeable runes in the mosaic floor. poison damage if it hits someone. Someone who takes
The message reads: this poison damage must succeed on a DC 15 Constitu-
tion saving throw or become poisoned for 1 hour.
Acererak congratulates you on your powers of observa-
Deep Covered Pit. If the chest is opened, it appears
tion, so make of this whatever you wish, for you will be
to be empty, but a character who actually feels inside the
mine in the end no matter what!
chest will find a rod that protrudes vertically from the
Go back to the tormentor or through the arch, and the
bottom. This lever moves easily, and if it is pulled with
second great hall you'll discover.
any force it will open a trapdoor in this square that cov-
Shun green if you can, but night's good color is for those
ers a 30-foot-deep covered pit (see the sidebar). Some-
of great valor.
one who falls in takes damage from a 30-foot fall as well
If shades of red stand for blood, the wise will not need
as from the spikes and the poison.
sacrifice aught but a loop of magical metal- you're well
The trapdoor over this pit is 3 feet thick and can't be
along your march.
detected by sounding, and it is technically not a trap, so
Two pits along the way will be found to lead to a fortu-
a find traps spell doesn't reveal it. A true seeing spell
itous fall, so check the wall.
reveals a tiny rectangular gap where the door meets the
These keys and those are most important of all, and be-
floor. Once the trapdoor falls away, the pit remains open
ware of trembling hands and what will maul.
thereafter.
If you find the false you find the true, and into the col-
umned hall you'll come,and there the throne that's key
5. THE ARCH OF MIST
and keyed.
One section of the path shown on the floor leads directly
The iron men of visage grim do more than meets the
into a stone archway. If any character stands within 2
viewer's eye.
feet of the entranceway upon the path, read:
You've left and left and found my tomb, and now your
souls will die.
The stone archway before you is filled with a veil of thick
4. FRESCO OF THE WIZARDLY W ORK ROOM
vapors. The stones on either side of the base and the key-
stone protrude slightly from the stones around them. As
The most outstanding feature in this location is actu- you move to within touching distance, the left-hand base
ally outstanding! Two jackal-headed human figures are stone begins to glow yellow, the right-hand base stone
painted so as to appear to be holding a real bronze chest orange, and the keystone seven feet above blue.
that protrudes from the wall.
CHAPTER 7 I TOMB OF HORRORS
215

Nothing will cause the vapors to clear, nor will any sort 8. GARGOYLE LAIR
of magic allow sight into the area, until the glowing When any door leading to the lair is opened, it frees the
stones are pressed in the proper sequence: yellow, blue, room·s occupant from temporal stasis.
orange. If this is done, the vapors disappear, and the
path appears to go eastward.
If the archway is entered when it is clouded, those What appeared to be a statue an instant ago comes to
characters doing so will be instantly teleported to area 7. life before your eyes. The creature flaps its wings and
If it is passed through after pressing the glowing stones stares at you.
in proper sequence, those who step through while
following the path will be teleported to area 11, and
those who pass through off the path will be sent back Creature. A mutated, four-armed gargoyle attacks
to area 3. anyone who enters its lair. This creature uses Multiat-
tack to make three attacks: one with its bite and two
6. THE FACE OF THE GREAT GREEN DEVIL with its claws.
The path of red tiles leads south from the fork. If any Treasure. Around the creature's neck is a collar stud-
character comes within 2 feet of the southern wall, read: ded with ten gleaming gems (blue quartz stones of 100
gp value each).
Hidden in a secret compartment of the collar is a slip
On the wall before you is a relief sculpture of a devil
of parchment with the following written on it in magical
face formed of mosaic tiles. The face has a huge O of a code (requiring comprehend languages to understand):
mouth, inside of which the space is dead black. "Look low and high for gold, to hear a tale untold. Take
the archway at the end, and on your way you'll wend."
Beneath the runes, the initial "A" is inscribed.
Aura. The devil face radiates an aura of transmutation
magic if detect magic is used on it, and a casting of 9. COMPLEX OF SECRET DOORS
detect evil and good or a paladin's use of Divine Sense If someone opens the door on the east wall of
reveals it as a desecrated place. area 8, read:
Mouth Trap. The mouth opening is similar to a
sphere of annihilation, but it is about 3 feet in diame-
amines the mouth and succeeds on a DC 20 Intelligence l
The small room beyond the door is empty and appears to
ter- plenty of room for those who wish to leap in and be
completely and forever destroyed. A character who ex-
have no other exits.
(Arcana) check identifies the trap for what it is.
The south wall contains the first in a series of secret
7. THE FORSAKEN PRISON doors. Each of these portals requires a successful DC
20 Wisdom (Perception) check to find and must be
opened by hand using a particular method, as follows:
This miserable cubicle appears to have absolutely no
A. Pull down and inward (hinged on bottom)
means of egress. Three iron levers, each about one foot
B. Pivot on central hinge
long, protrude from the south wall of the chamber. C. Pull inward and up at bottom (hinged on top)
D. Slide up
E. Pull double panels inward (hinged on sides)
Even a magical means of detection will not indicate any
way out of this place. F. Slide left
G. Door has seven studs in a row--pressall at once and
Levers. The iron ievers can be moved horizontally
door opens, but press 1 and 7 and the door falls in-
or vertically, singly or in combination. Only the act of
ward. A character pressing the studs or near enough
moving all three together upward or downward has any
to do so must succeed on a DC 15 Dexterity saving
results. Moving them up opens a small trapdoor in the
throw or take 10 (3d6) bludgeoning damage from the
center of the ceiling 10 feet above. Pushing them simul-
falling door.
taneously down opens the entire floor to a 100-foot-deep
pit with no exit. The floor returns to a closed position Bolts from Above. Each round that characters are in
in 10 minutes, sealing any victim inside the pit until an- any of the rooms inside the complex of secret doors, a
other creature triggers the floor trap again. number of bolts will be fired into the area from hidden
Crawl Space. The ceiling route is a crawl space some devices in the walls and ceilings, and there is a 50 per-
3 feet square. At the place it turns east there is a plug in cent chance that one character, randomly determined,
the ceiling, which can be detected only with magic or if in each such area must succeed on a DC 20 Dexterity
a character has sense enough to check for secret doors. saving throw or take 5 (ldlO) piercing damage. There is
A character who succeeds on a DC 20 Wisdom (Percep- no way to prevent the bolts from being triggered.
tion) check can find the door. Also, anyone who raps or
sounds on the ceiling in the door's area hears it is hol- 10. GREAT HALL OF SPHERES
low, indicating a space beyond. Eventually the small tun- This area is similar to area 3, for the floor is of inlaid
nel leads to a magical one-way door, which opens in the tiles and the walls and ceiling are painted with figures
pit side as shown, and players are back to square one. of animals, strange signs and glyphs (which mean abso-


CHAPTER 7 I TOMB OF HORRORS
216

lutely nothing), and humans and human-like creatures
posing with spheres of different colors. These globes are
two-dimensional, of course, and their significance and
pattern are described below. From north to south, with
the west wall being the left-hand column, and the east
the right-hand, the spheres are colored and positioned
as follows:
West Wall East Wall
Gold, held high overhead' Pale blue, held at shoulder
Orange, held waist high Silver, at feet
2
(False door) (Secret one-way door )
Purple, at feet Green, held high overhead
(False door) Yellow, held at shoulder
Bronze, held waist high Pink held high overhead
Gray, held at shoulder Black, at feet 3
(None) Pale violet, held at shoulder
Bright blue, at feet (None)
White, held high overhead Red, held waist high•
Turquoise, held at shoulder Buff, at feet
Scarlet, held waist high (None)
Pale green, at feet Indigo, held high overhead
An illusion covering a crawlway to area 11
2 This door can be opened by a knock spell or destroyed with
disintegrate
3 An illusion covering a crawlway to area 14
4 An illusion covering a crawlway to area 13

The false doors and secret doors can be found with
successful DC 20 Wisdom (Perception) checks. If 11. THE THREE-ARMED STATUE
anyone makes physical contact with an illusion in this
area, its nature becomes apparent. Also, a character
This small room holds what appears to be a statue of a
who examines an illusory image without touching it
gargoyle, eight feet tall, with four arms. One of the arms
can make a DC 20 Intelligence (Investigation) check.
On a successful check, the illusion becomes faint to the is broken off and lies on the floor in front of the statue.
character, who can then easily see the crawlway beyond
the illusion.
No amount of fooling around with the broken arm will
Magic Archway. On the south wall is a stone arch-
enable it to be replaced, and the statue will do nothing at
way similar in appearance to area 5, also filled with
all meanwhile.
cloudy vapors that block vision or detection of what lies
Ten Gems for One. A close look at the open and
beyond. When a character moves to within 3 feet of the
outstretched hands of the statue will determine that a
arch, read:
large gem (a 100 gp blue quartz fits perfectly) will fit in a
carved depression in each of the three remaining hands,
As you come close, three stones in the archway in front while the broken one has no such concavity. If three
of you begin to glow. The left-hand base stone shines large gems of any sort are placed within the hands, the
stony digits will close and crush them to powder, dump
with an olive hue; the one on the right glows citron, and
the remains on the floor, and return to their normal
the keystone seven feet overhead gives off russet light.
positions.
If this process is repeated until ten gems (or more) are
No matter how the stones are manipulated, the archway crushed, a magic mouth spell is triggered and speaks
remains clouded and veiled with a haze which nothing the following words: "Your sacrifice was not in vain.
Look to the fourth to find your gain."
can enable the onlookers to see through. All living
As these words are uttered, an invisible gem of seeing
matter which goes through the arch will be teleported
will come into being in the palm of the broken-off arm.
to area 3, while nonliving matter is teleported simulta-
neously to area 33- meaning that characters stepping The gem must be found, and the character so doing
through will appear at the start totally nude, while will need to wipe it free of a magical substance before
everything else with them will go to the crypt of the de- it can be seen or used. Note that if the arm is carelessly
moved, the gem will fall out and roll away. See invisibil-
milich. (Cruel, but most entertaining for the DM.)
ity or any other sort of searching except by careful feel-
ing will be useless. Describe the gem, once it is wiped
CHAPTER 7 I TOMB OF HORRORS
217

clean and visible, as an oval diamond, with two flat and
polished sides, very clear, and about 1 inch in diameter You see what is obviously some form of temple area.
by a quarter-inch thick. It will operate only twelve times, There are scenes of normal life painted on the walls, but
then shatter. the people have rotting flesh, skeletal hands, worms
eating them, and so forth. Yet there are also depicted
12. TRAPPED FALSE DOORS
various religious symbols of good alignment. There is
In four locations in the tomb, there are false doors
which screen a spear trap. When one of these doors is a mosaic path leading between four rows of wooden
opened, a spear will shoot out, and the door opener or pews that face the worship area. In front of the pews, a
someone standing nearby is subject to be struck. De- wooden railing divides the room. South of it is an altar in
termine at random, if need be, which character is the front of a tiered dais, on which sits a wooden chair.
target. The trap has a range of 60 feet, has a +11 bonus
to hit, and deals 9 (2d8) piercing damage. If the door is
closed and reopened, another spear will fire. The mech- If the characters move farther into the room so they can
anism can be jammed by a character who uses thieves' see the features in the south end, continue:
tools and succeeds on a DC 20 Dexterity check.

13. CHAMBER OF THREE CHESTS The chair is nicely carved and padded but seems
When the party enters the illusory crawlway hidden by unremarkable. On either side of the dais are large,
the red sphere, they will come to an apparent dead end, free-standing large brass candelabras each holding five
but a successful DC 10 Wisdom (Perception) check re-
white candles. In each corner on the southern wall is a
veals the presence of a secret door.
large white pottery urn stoppered with a brass and wood
The character who opens the door will fall to the floor
10 feet below due to a tilting stone at the mouth of the plug. Sprawled on the floor near the west wall is human
crawlway, taking falling damage (a mere annoyance, but skeleton in black chain mail that is badly rusted and dam-
it erodes the strength of the party). aged. The skeleton's outstretched arm points to a stone
Three large chests are affixed firmly to the floor; the archway set in the wall. The opening is filled with opaque,
western one is gold (plate covering iron), the center one
bright orange vapors.
is silver (plate over iron), and the eastern one is of oak
bound with thick bronze bands. Each is about 4 feet
long, 2 feet wide, and 3 feet high. Aura. A casting of detect evil and good or a paladin's
Gold. Opening the gold chest releases a swarm of use of Divine Sense identifies the chapel as a conse-
poisonous snakes that slither out and attack next crated place. (What a puzzle! Could the demilich actu-
round. They continue biting until all are killed. ally have been of good alignment?)
Silver. Inside the silver chest is a clear crystal box Pews. Simple examination indicates that all of the
(worth 1,000 gp) that holds a ring of protection. Some- benches have hinged seats. If a character examines ei-
one who succeeds on a DC 15 Wisdom (Perception) ther of the pews in the front row before opening the lid,
check while examining the box and the chest notices a successful DC 15 Wisdom (Perception) check reveals
the box is set into the chest bottom. When this box is that the hinges on this pew are larger than the ones on
lifted from the supposed bottom of the chest, eight darts the pews in the other rows.
will fire upward, and the one or two characters leaning Gas Trap. The hinges on the front pews are larger
over the chest so as to be in the line of fire will take ld4 and stronger because they include rods that are con-
attacks each if they are exposed to the path of these nected to valves inside the pew. If the seat on either of
missiles. The darts have a range of 60 feet, a +11 bonus the front pews is lifted up, a cloud of poison gas fills the
to hit, and deal 3 (ld6) damage on a hit. The trap mecha- whole room in 2 rounds. A character caught in the gas
nism is under the crystal box and can't be disabled with- must succeed on a DC 15 Constitution saving throw or
out first removing the box. become poisoned for 48 hours.
Oak. When the lid of the oak chest is opened, an ani- If the hinges are noticed and then disassembled,
mated giant skeleton (see appendix B) will be instantly requiring 1 minute and a successful DC 15 Dexterity
teleported into the room, and it strikes with surprise. check using thieves' tools for each hinge, the trap can't
trigger. A failed check results in no progress at the task,
14. CHAPEL OF EVIL
but if the check fails by 5 or more, the trap goes off ex-
After passing through the illusory black sphere the plosively, blowing the lid open.
party will have crawled along the small tunnel until Treasure. The back pair of pews have 4,000 sp each
reaching the end, only to find it is solid stone. It requires hidden therein, the next pair have 3,000 ep each, and
a successful DC 20 Wisdom (Perception) check to find the pair closest to the trapped pews have 2,000 gp each.
the secret door at the end of the passage- no form of Altar. The centerpiece of the chapel is a block of
magic will detect it, save for a gem of seeing. If the char- strange material that glows with an inner light of opales-
acters open the door and enter the room, read: cent blue. (If the altar is specifically targeted by a detect
evil and good spell, it registers very faintly as a dese-
crated object.) If the altar is touched by living matter, a
lightning bolt spell (save DC 15) will streak down the


CHAPTER 7 I TOMB OF HORRORS
218

center aisle. After this bolt comes forth, the altar turns
a fiery blue-red, and if it thereafter is touched by any ob-
ject it will explode as a fireball spell (save DC 1 5 .
Archway. Just as in other locations around the tomb,
the mists that obscure the archway can't be penetrated
with any sort of vision or magic. (If a character moves
close to the archway and asks about it, explain that none
of the stones of the arch glow.) The skeleton. of course,
misleads the party, for any character passing through
the portal will enter a 10-foot-by-10-foot room where
their sex and alignment are reversed by a powerful
magic. Exiting the room and reentering the archway
will restore original alignment, but also deals 3 (ld6)
psychic damage. Going back a third time will reverse
sex again, but the individual will be teleported in the
manner of the archway in area 10. Only a wish spell will
restore both alignment and sex. If alignment is restored
by entering the orange portal, a remove curse or greater
restoration spell will then restore original sex.
Wall Slot. A character who inspects the eastern wall
directly opposite the archway and succeeds on a DC 10
Wisdom (Perception) check finds a small slot with the
letter O faintly traced above it. This is the location of a
moving stone block described below. The block can't be
magically detected, nor will it open by physical or magi-
cal means other than the method given in area 15.

15. STONE GATE
As shown on the map, the stone that forms part of the
eastern wall of the chapel is 2 feet wide, 4 feet high, and
10 feet thick in a wedge shape. It is impregnated with
strong antimagic that prevents its detection or removal
or its change to another form or substance. The wall
slot (see above) is of sufficient size to accept a coin or a Crawl Space. Beyond the painted door is a narrow
disc-shaped gem. It is also just right for the insertion of passage that emerges at the top of a short flight of stairs
a magic ring of any sort. Only such an item will trigger leading down.
the mechanism, which causes the block to sink slowly
16. LOCKED OAKEN DOOR
into the floor so as to allow entry into the passage be-
yond. The object deposited into the slot is forever lost, as
the sinking stone crushes all to pieces. The gate opens The thick wooden door ahead of you is heavily bound
easily from the other (east) side, and no special item is
with iron bands, and there are several locks keep-
required to trigger its opening from that side.
ing it shut.
Doors and Pits. Beyond the gate stone, the corridor
widens to 10 feet and turns southward where steps lead
down steeply to a corridor that goes west. Each of the Aura. The door is found to radiate an aura of abjura-
three doors in the corridor opens easily if any pushing tion magic if a detect magic spell is cast upon it.
force is applied to it, and a creature that does so stum- Sounds from Beyond. A character who listens with
bles into the pit on the other side unless it succeeds on an ear to the door will hear far-off music and happy sing-
a DC 15 Dexterity saving throw. If a door isn't violently ing, obviously coming from the other side of the door.
pushed against, it can be opened safely by pulling it No amount of forcing or spells will open the door. The
inward, and the party will have standard chances of fall- only way to continue northward is to use a disintegrate
ing in when the characters leading the way step on the spell on the door or physically destroy it (it has 100
pit cover. hit points).
By the time the westernmost door and pit have been If the characters destroy the door, read:
reached, the characters will certainly expect the pit, and
will be likely to bypass and ignore it. This carelessness
would prevent them from examining the pit from within. As the door falls away, you can hear sounds of confusion
On the south wall of the pit is a wooden door painted and distress coming from the north. A faint glow, like
to look like stone, which is easily discovered by anyone that of a small flame, shines in the distance. The walls of
who looks at this wall while inside the pit or who makes
the passage ahead of you are of smooth white alabaster,
a tactile investigation of the wall from outside the pit.
and the floor is highly polished, smoke-gray marble.


CHAPTER 7 I TOMB OF HORRORS
219

The destruction of the door triggered a minor illusion requires a successful DC 10 Wisdom (Perception) check
spell that produced the noises of distress, which are de- to notice the south door that leads into area 18A. Once
signed to lure the characters onward. that door is opened, the gas dissipates.
The tunnel floor is a counterweighted beam. Its over-
balancing point is the third square north of the door. 18A. FALSE CRYPT
When one or more characters move there, the floor be-
yond the door will begin to tilt downward, with the north
Beyond the door, a stairway leads down. The way is
end slowly sinking. If this occurs, quickly state how the
blocked by thick webbing that fills the area from steps
floor is beginning to slant, and have the characters roll
initiative. On initiative count 10, all characters north of to ceiling.
the door fall prone and slide 10 feet to the north.
A character can attempt to scramble back up the ramp
The steps down to the chamber at the end are filled with
to the south by making a successful DC 10 Strength
webs (as the spell) which can only be removed by mag-
(Athletics) check, or two successful checks if using the
ical fire (a burning hands spell, a flame tongue sword,
Dash action. Those who succeed still slide 10 feet north
or the like). Any character trying to break through them
on initiative count 10 in each round, but they can also
will become hopelessly entangled and can't get loose un-
climb upward according to the normal rules for doing
less the webs are burned away or the character is freed
so. A character whose check fails by 5 or more slides an
by a wish spell.
extra 5 feet to the north. Those who slide to the fourth
If the characters clear away the webs and descend to
square north of the door take 3 (ld6) fire damage, then
the foot of the stairway, read:
11 (2d10) fire damage in the fifth square. Characters
who slide farther than that are plunged into a pit of mol-
ten lava which will absolutely snuff them out. Lying on the floor at the bottom of the stairs is an iron
mace inlaid with silver. South of this location is a mod-
17. MAGICAL SECRET DOOR
This entrance to the remainder of the tomb is on the est-sized room. What you can see of it is filled with rot-
wall adjoining the stairway that leads down. It can be ting and decayed furnishings.
found by mundane means, requiring a successful DC
20 Wisdom (Perception) check, but nothing will enable
The mace will begin to glow with a bright golden light
it to be opened until either the area is viewed through
a gem of seeing, a true seeing spell is cast, or a detect when it is picked up by any character. (Whenever this
magic spell is used to determine the door's magic aura weapon is swung at the occupant of this chamber, it
(abjuration). will hit.)
After the magic of the door is identified, a dispel magic Characters who enter the room will see a solid gold
couch along the back wall. A skeletal figure that resem-
or remove curse spell is needed to remove the guard
bles a lich, wearing a crown on its head, slowly rises
that prevents the door from being opened. Once this
from the couch (and throws up its hands in apparent
is accomplished, the secret door can be opened easily
from either side. fear if the mace is being carried). A booming voice
seeming to emanate from the whole of the chamber will
18. CORRIDOR PROTECTED BY FEAR GAS demand: "Who dares to disturb the rest of Acererak? It
If the characters travel south from the secret door, they is your death which you have found!"
reach a landing at the top of a stairway. Creature. The false crypt is the home of a false lich
that is actually a magically prepared greater zombie
(see appendix B). Between strikes the creature will ges-
I ture with its hands as if readying a spell. If it is struck by
Stairs descend to the west. The corridor that extends
the golden mace it will make a roaring bellow (produced
past the bottom of the steps is slightly cloudy.
by a magic mouth spell), and the weapon will obviously
stagger it (roll dice and shake your head ruefully) every
The corridor is filled with fear gas. Unless characters time the mace is used. The third time it is struck by the
announce they are holding their breath before enter- glowing mace, the false lich will instantly wither and
ing its 40-foot length, they will breathe in the gas. A disappear in a puff of dust, and the mace will shatter.
creature exposed to the gas must succeed on a DC If the characters investigate the room's contents, they
15 Constitution saving throw or become frightened can see a jade coffer, the dead monster's fallen crown,
for 1 minute. and a fine leather bag (its condition is a give-away-it
A creature frightened in this way must take the Dash isn't rotten) all within easy reach. The furnishings and
action on each of its turns to retrace its steps, moving decorations are of no value.
away from this area of the tomb by the safest route pos- Collapse. At the moment when the false lich disap-
sible. The creature can repeat the saving throw at the pears, the room will start to shake and stones will begin
end of each of its turns, ending the effect on itself on a to come down from the ceiling. Obviously the place is
successful save. Once the effect ends, the creature is im- beginning to collapse, but take your time detailing the
mune to the gas for 1 hour. increasing rumblings, tremors, grinding noises, falling
Beyond the first 10 feet, the gas becomes thicker, and hunks of ceiling, and so forth to the players.
it irritates the eyes. The area is lightly obscured, so it

CHAPTER 7 I TOMB OF HORRORS
220

Now begin counting slowly to 10, and it is odds on
that there will be a stampede up the stairs to get away!
A programmed illusion spell affecting the entire false
crypt will produce the full effects of a cave-in. complete
with tactile components. Actual dust will billow up the
stairs, while bits of stone begin to fall in the east-west
tunnel and then in the north- south tunnel and the stairs
reached from the pit. If the party runs out, ask them if
they thought it was too hard a dungeon.
Treasure. The jade coffer is worth 5,000 gp and con-
tains six potions of healing. The crown is set with gems
and worth 25,000 gp. (The gold that makes up the couch
is worth 50,000 gp, but it can't be moved or damaged.)
The small sack holds 278 pp, twenty-nine gems worth
10 gp each, seven spell scrolls (all of 1st- and 2nd-level
wizard spells), and a map showing a location several
hundred miles away that supposedly has a rich treasure
(it is a fake, naturally).
False Ending. If this outcome doesn't make the play-
ers suspicious enough to take another run through to
check things out, put the adventure away for use when
you have a different group (or the same ones) inquiring
about one of the references in the "Legend of the Tomb."
Note that something so simple as a commune spell will
reveal that the demilich has not been destroyed.

19. LABORATORY AND MUMMY PREPARATION
ROOM
Although there is only one item of eventual use within
this totally plain and cluttered place, the volume of items reach-in-and-grope-for-it technique has only a 1 percent
within it is calculated to waste time for the players. cumulative chance per round of being successful.
Describe the features of the room as the characters
investigate. 20. HUGE PIT FILLED WITH SPIKES
All of the walls are lined with shelves, and upon these If the characters proceed through the laboratory, they
are old jars filled with dust and impotent ingredients come upon a descending staircase that ends at a cor-
of all sorts. There is a large desk and stool, two work- ridor heading east. Assuming they can see what lies
benches, and two mummy preparation tables. Clay pots ahead of them, read:
and urns on these tables and the floor obviously once
contained unguents, ointments, oils, perfumes, and the
A ten-foot-deep, empty pit completely tills the passage-
like. Linen wrappings are in rolls or strewn about. Dried
herbs of unidentifiable nature, bones, skulls and the like way and extends so far as to make jumping across it im-
litter the workbenches. possible for most creatures.
Vats. In the south part of the room are three vats of
about 7 feet in diameter and 4 feet in depth that contain
Spike Trap. The characters might deduce that the pit
murky liquids. The vats are affixed to the floor and too
can be crossed by climbing down and walking across
heavy to move. The western one holds only dirty water.
the bottom, then climbing up the other side. Simple!
The middle vat contains a slow-acting acid which will
Wrong-any footstep upon the last 5 feet (east portion)
deal 3 (ld6) acid damage on the round after a creature's
of the pit presses a pressure plate, causing a volley of
flesh comes into substantial contact with it (by immers-
spikes to discharge upward. If the plate is triggered,
ing an arm, being splashed on, and so forth)-minor
each person in the pit or leaning over its edge is likely
contact (dipping a finger) will cause only a mild itch. At
to be struck by the spikes, which have a +11 bonus to
the bottom of this vat is one-half of a golden key.
hit and deal 11 (2d10) piercing damage. New spikes will
The eastern vat contains a grayish substance that is
come up out of the floor every time if the plate is pressed
actually an ochre jelly that sits atop the other half of the
more than once.
golden key.
A character who succeeds on a DC 20 Wisdom (Per-
Treasure. The key parts are magical and will not be
ception) check discovers the pressure plate. It can then
harmed by anything. If the parts are joined together they
be wedged shut by a character who is adjacent to the
form one solid key, hereafter called the First Key. Be-
plate and succeeds on a DC 20 Dexterity check while
cause the acid will harm even magic weapons, the play-
using thieves' tools. On a failed check, it's apparent that
ers will have to figure some way to neutralize or drain
the block didn't work-unless the check fails by 5 or
off the contents of the second vat to acquire the key, as a
more, in which case the job seems solid but fails when
someone walks on the plate.
CHAPTER 7 I TOMB OF HORRORS
221

21. THE AGITATED CHAMBER cure·s Intelligence and Charisma scores become 1. The
The secret door to this place can be found with a suc- creature can't cast spells, activate magic items, under-
cessful DC 15 Wisdom (Perception) check. rand language, or communicate in any intelligible way.
The creature can, however, identify its friends, follow
them. and even protect them. This effect lasts until the
The room appears to be filled with funerary offerings character can breathe the clean air above ground under
and furniture. There are four rotting sofas, a couple of the warm sun.
throne-like chairs, and a jumble of stands, small tables, Creature. At the center of the cavern is a small grotto
in which dwells the fey being Siren (see appendix B). As
and vases and urns that are dented, chipped, and broken.
a private joke, Acererak placed her in this cavern under
Only the rather plain tapestries hanging on the east and
an enchantment. She must be asked to come out of the
west walls appear to have been spared a rough looting.
chamber in order to break the spell, and she can give no
Amid the general havoc are scattered several trunks and clues as to the nature of her durance. If the characters
a larger number of coffers. come close enough, they can see that two sacks, a large
one and a small one, are lying on the floor next to her.
Siren will converse in a friendly fashion, asking how
Heaving Floor. The weight of the characters upon the characters are and if they find the going hard in the
balanced floor of this room sets a mechanism into mo- tomb. Because of the enchantment, she will answer
tion. Each round they remain in the place, on initiative any direct questions with an evasive reply: "I cannot
count 0, roll a die. An odd-numbered result means that say," "That is unknown to me," "Possibly," and so forth
the floor of the room will jump and buck up and down unless she is freed. She knows nothing of the tomb in
violently. When the floor does so, each creature in the any event.
room must succeed on a DC 10 Dexterity saving throw If the characters ask her to come with them and are
or fall prone and take 1 bludgeoning damage from abra- kind, she will do so and stay with them through the rest
sions and contusions. of the adventure.
Tapestries. The wall hangings, which depict weed- Treasure. Both of Siren's sacks contain treasure, but
grown rocks and green and golden tan scenes of under- it isn't possible to acquire more than one of hem-and
sea life, are special, antimagic-treated creations made of in fact both of the sacks will disappear if she is asked to
green slime and brown mold (see "Dungeon Hazards" in accompany the party. If a character touches one of the
chapter 5 of the Dungeon Master's Guide). sacks before she is asked to come along, she and the
If either tapestry is torn down, it instantly turns into other sack immediately disappear.
green slime and covers a 20-foot-long, 10-foot-wide The large sack contains 50 pieces each of copper, sil-
area of floor when it falls. Note that the tapestries can ver, electrum, gold and platinum. It appears to be a nor-
be handled normally without risk, just not yanked so as mal sack, but it has a magical aura if it is checked, for it
to tear them (and they are well affixed at the top); if any is a bag of holding.
character is holding one when the room becomes agi- To determine the contents of the small sack, roll a dlO:
tated, however, it is 75 percent probable that the jerking
dlO Contents
motion will tear the thing.
If these hangings are subjected to burning, they in- 1-2 Filled with wool
stantly turn to brown mold that covers the same area. 3-4 Five pieces of jewelry
The secret door behind the tapestry on the west wall 5-6 ld6 potions of greater healing
requires the tapestry to be removed, but thereafter can 7 ld6 spell scrolls, each of a wizard spell of 5th level or
be found as easily as the entry door. lower (DM's choice)
Treasure. The trunks are empty, but the smaller 8 4dl2 gems (worth 100 gp each)
coffers hold various items. Roll a d6 each time one is
9 Bracers of defense
opened. On a roll of 1-3, the coffer contains ld3 poison-
l O Ring of feather falling
ous snakes. On a roll of 4-5, 8d10 pp are found. On a
roll of 6, the coffer holds 2d4 gems (worth 10 gp each). It isn't possible to gain both the large and the small
sacks by any means. If a character or characters state
22. THE CAVERN OF GOLD AND SILVER MISTS they will grab them simultaneously, roll dice to see
which sack is touched a fraction of a second sooner. The
other disappears-along with Siren-forever.
A thick silver mist, shot through with delicate stream-
ers of gold, partially blocks your view of the area that 23. FALSE/TRUE DOOR
lies ahead. When the party opens the door that promises to offer
access to the north, it is probable that they will believe it
to be nothing more than a false door, but the seemingly
The mists make the entire area heavily obscured. A blank wall of solid stone behind the false door hides a
detect evil and good spell cast in the area, or a paladin's
secret door, which can be found with a successful DC 15
use of Divine Sense, indicates that this is a conse-
Wisdom (Perception) check.
crated place.
Secret Trapdoor. On the other side of the secret door
Any creature that steps into the mist must make a DC
is a secret trapdoor in the floor of the corridor, requiring
15 Intelligence saving throw. On a failed save, the crea-
a successful DC 20 Wisdom (Perception) check to find.
CHAPTER 7 I TOMB OF HORRORS
222

The trapdoor opens onto a steep flight of narrow tairs
that spiral down to a 5-foot-wide tunnel which emerges
at area 24.

23A. KNOCKOUT CORRIDOR
If the characters don't find the tunnel or choose not to
follow it, they move through a door that leads east and
then come upon a set of double doors in the north wall.
When the doors to the north are opened, sleep gas bil-
lows forth from the other side. Each creature in the east-
west passage must succeed on a DC 15 Constitution
saving throw or fall unconscious for 2d4 x 10 minutes.
Rolling Stone. Every 10 minutes after the gas is
released, roll a d4. On a roll of 4, a stone juggernaut
(rather like a steam roller) comes out of the 20-foot-
square room to the north and rolls ld6 x 10 feet south,
then west. Everything it rolls over is squashed to a pulp.
There is no appeal.
24. ADAMANTINE DOOR
The tunnel from the south emerges into a corridor that
then heads east. The door at the end is a great block of
adamantine. It has permanent antimagic effects on it,
and there is no magical or physical way of forcing entry.
There are three slots in the door at about waist height.
If sword blades are shoved simultaneously into all the
slots, the 1-foot-thick door will swing open. Five rounds
later, the door slams shut. There is no way of opening it
from the west side.
25. PILLARED THRONE ROOM

the other corner, but it is tinged with a bluish color over
You look upon an enormous chamber colored in pas- the green. Any character that enters the mouth opening
tels. A forest of massive, many-hued columns support of this devil face is teleported to area 27 A.
the ceiling. Charred Remains. Strewn near the southeast corner
is a heap of charred bones and skulls, plus the crisped
and blackened remains of clothing and gear, arms and
Aura. Each of the 3-foot-diameter pillars radiates an armor-a thoroughly awful and frightening sight. A
aura of transmutation magic when such is detected for. character who comes close enough to examine the re-
Upwardly Mobile. Any character who touches a pillar mains will find a huge, glowing orange gem at the center
with or without intent will uncontrollably float upward of the destruction.
(as if affected by a levitate spell), then bounce gently Cursed Gem. The gem can be easily claimed. Casting
around on the ceiling, 30 feet above, just as a helium a detect evil and good spell reveals it to be a desecrated
balloon. To stop this effect, a dispel magic or remove object. On a casting of detect magic, the gem gives off a
curse spell must be placed upon each such individual. strong aura of conjuration- so strong that the detecting
There seems to be a gentle breeze in the room, for any character will get the vague feeling that the wish spell is
character floating among the many-hued columns will involved in the gem's magic.
begin drifting toward the northwest or northeast corner The gem is actually a cursed magic item. If any char-
of the room. From the entry an observant character with acter touches it and attempts to cast a wish spell using
a suitable light source will be able to observe part of the it, a reversed or distorted version of the wish's fulfill-
dais on the south wall and the door at area 27. ment will bring harm to that character and all named
Northwest Devil Face. About 24 feet above the floor in the wish.
in the northwest corner, on the north wall, is a mosaic Then, immediately after the evil wish spell has trans-
relief sculpture of a green devil's face which appears to pired, the gem begins to pulse with reddish lights,
be exactly the same as that first encountered in the en- growing progressively stronger, brighter and hotter. Roll
trance hall to the tomb (area 3). Any creature that comes initiative. On initiative count 1, the stone explodes, abso-
within 3 feet of its gaping mouth will be sucked in and lutely killing any character within a 15-foot radius in a
instantly teleported, to be "spat out" nude at area 6, wave of searing radiation and flames. The gem remains
while all non-living matter in the character's possession as a noisome mass of stinking purplish mold which
goes to area 33. bubbles and chuckles. In one week the mass will again
Northeast Devil Face. The sculpture in the northeast re-form as a glowing orange gem.
corner is identical in size and placement to the one in


CHAPTER 7 I TOMB OF HORRORS
223

Ebony Dais and Silver Throne. When the characters head. A character who examines the mummy and suc-
come close enough to see the details on the dais, read: ceeds on a DC 20 Wisdom (Perception) check can dis-
cO\·er it in one of the eye sockets.
Creature. The gem has an evil magic placed upon it,
Contrasting with the pastel colors of the floor and pillars
and if it is removed from the mummy, the remains be-
of the hall is the stark blackness of the huge dais on the come a true mummy lord that has no spells and no leg-
south wall, atop which sits an obsidian throne inlaid endary actions (defeating it awards half XP). Magic upon
with silver and ivory skulls. Upon the throne rest a crown the mummy lord's wrappings makes them nonflamma-
ble, and the creature wears a ring of resistance (fire).
made of gold and a scepter made of electrum, with a
gold knob on one end and a silver cap on the other.
27. THE PORTAL OF SCINTILLATING VIOLET
The door in the center of the north wall of the throne
room appears to lead to another small room. Like the
Aura. The crown and both ends of the scepter prove to
two near the corners, this one gives off a faint glow
be magical if such is detected for. In addition, the crown
when viewed from 10 feet away, though this light is of a
and the gold knob of the scepter radiate an aura of ab-
lilac color.
juration magic, and the silver end of the scepter has an
When this door is touched, the light changes to a
aura of necromancy magic.
bright and coruscating purple with tinges of sickly
Crown and Scepter. The crown negates the pillars'
green. If a character opens the door, read:
levitation effect for anyone who dons it and enables the
wearer to see within the hall as if in normal daylight-
but outside this place the wearer is blind. As soon as a You see a bare chamber, with a small door on the north
creature puts on the crown, the wearer knows that the
wall, and pairs of swords crossed behind shields hung
crown can be removed only by touching the scepter to it,
upon the walls. There are three such sets on each of the
but doesn't find out the exact procedure.
If the golden knob is touched to the crown, the wearer walls to either hand, and two sets on the north wall, one
can remove the headgear. If the silver end of the scepter flanking each side of the door.
is touched to the crown, the wearer is instantly snuffed
out, turning to a fetid powder that can't be brought back
Creatures. If the threshold of the chamber is crossed
to life no matter what (wish spells notwithstanding).
by any creature, one set of swords will fly off the wall
Treasure. Each of these items is obviously valuable
and attack the individual so doing. The two flying
(25,000 gp for the crown, 12,500 gp for the scepter), but
both are cursed. If they are removed from the tomb, the swords will both attack, and the shield (statistics as the
possessor of either item will be visited by a vrock sent swords, but no attacks) will interpose itself to take hits
to reclaim the item and return it to the throne room- or meant for the swords. This trio will attack until they are
by two such demons if a single character has both items. destroyed or the one who violated their area is dead.
Throne Passage. A character who examines the Surviving weapons and shields return to their former
throne and succeeds on a DC 15 Wisdom (Perception) positions after the offender is hacked to pieces.
check discovers a small replica of the crown inlaid in Worse still, if the threshold is crossed a second time,
silver on the lower front panel of the seat. If the silver another pair of blades and a shield will attack, and each
end of the scepter is applied to this inlay, the throne set gains a cumulative + 1 bonus to attack and damage
sinks down and reveals a 5-foot-wide passageway that rolls, as well as 1 hit point more than the previous set.
Only the following spells will affect these items: teleki-
leads south.
nesis sends all three items of a set back to their original
26. SMALL ROOM WITH A DOOR OF ELECTRIC position; heat metal will cause one item to fall to pieces;
BLUE disintegrate will destroy all items of a set; magic weapon
The two doors near the northern corners of the throne will cause a sword to become a plain iron weapon.
room look the same. When a character comes within
10 feet of either one, it can be seen that the door actu- 27A. CHAMBER OF HOPELESSNESS
ally shimmers with a faint blue light. When the door Any creature unfortunate enough to be teleported here
is touched, this glimmering grows bright. A brass pull from area 25 is doomed, for its fate is clearly stated in
beckons to be used, and the door will open easily. Inside glowing letters magically written on the north wall of
the western room there is nothing but dust. The eastern the place. If someone arrives here, read:
room is another matter.
If the eastern door is opened, the characters will see
"You who dared to violate my tomb now pay the price.
a low stone table upon which rests a wooden sarcoph-
Stay here and die slowly of starvation, or open and
agus. Various broken and looted urns and coffers are
scattered about. Inside the sarcophagus are the parts enter the door to the south, where certain but quick
of a mummy (not an undead, exactly, for at this time it death awaits.
is the mummified remains of a human) with wrappings "Whichever you choose, know that I, Acererak the Eter-
partially undone and tattered. nal, watch and scoff at your puny efforts and enjoy your
Treasure. A huge amethyst, worth 5,000 gp, is barely
death throes."
visible between the wrappings that cover the mummy's


CHAPTER 7 I TOMB OF HORRORS

Fountain. A small stream of water spills from a wall that spot, and if it is cut by a sharp weapon it will begin
outlet into a basin and drains away through side holes. to gush forth blood- the blood of all those who have
so there is always plenty to drink. (It is impossible to died within the tomb! The red flow will cascade down
flood the place, for there are hundreds of small drain the steps and fill the area to the top of the southernmost
holes in the walls and floor.) step in 6 rounds, and each round thereafter it will rise
Treasure. There are numerous skeletons here. rotting higher and encompass one more step. If unchecked,
equipment, and 30d10 each of sp, ep, gp, and pp hurled the flow of blood will fill the foyer to the ceiling in
about. Searching through the remains will yield 2d10 20 rounds.
gems (worth 10 gp each), a potion of diminution, and Fire of any sort, magical or otherwise, turns the blood
a +l flail. to a poison gas, which is fatal, and all characters in the
Swords and Shields. If the door to the south is foyer area are dead, with no saving throw, while any in
opened from this side, all the swords and shields in the 5-foot-wide passage to the throne room are slain un-
area 27 swoop from the walls to attack, but they cease less they succeed on a DC 17 Constitution saving throw.
as soon as the door opener retreats into the chamber to Casting one or more cure wounds spells on the door
the north. in any combination that expends four spell slots (such
as four 1st-level castings, two 2nd-level, or one 4th-level)
28. THE WONDROUS FOYER will stanch the flow of blood, as will a heal spell. If other
The narrow passage behind the throne leads to a magic is used against the blood, only the following
10-foot-wide landing and a series of steps which become spells will have any effect:
wider to the south as they ascend. When a character
Cone of cold freezes the blood and halts the flow
reaches the landing and is able to see the steps, read:
for 3 rounds.
Create or destroy water turns the blood to water.
The walls of the area ahead are untarnished and gleam- Disintegrate destroys all the blood.
ing copper panels set between rare woods inlaid with Levitate coagulates the blood and causes it to rise up as
a Huge red ochre jelly.
ivory. The ceiling is silver, formed so as to reflect and
Polymorph changes the blood into seven wights, which
amplify light brought into the place. The chamber widens
attack immediately.
to the south, where a set of gently sloping steps leads Purify food and drink turns all the blood to poison gas.
upward. The six steps, from nearest to farthest, are made A character caught in the gas must succeed on a DC
of onyx, pink marble, la pis, black marble, yellow serpen- 15 Constitution saving throw or become poisoned
for 48 hours.
tine, and malachite.
Raise dead or resurrection destroys all the blood and
causes a shade to appear on the top stair. The shade
Upon the black marble step is a large, cylindrical key blesses the characters so that they benefit as if they
of bronze, hereafter called the Second Key, for all to had just finished a long rest.
behold. It has an antipathy/sympathy spell cast upon it
(save DC 17) that repels humanoids (the antipathy ef- 30. FALSE TREASURE ROOM
fect). At the head of the steps are a pair of huge doors.
This imposing chamber has a silvered ceiling, just as the
29. THE VALVES OF MITHRAL
The doors at the top of the stairs are 14 feet wide and 28 foyer has, so it is brightly illuminated by reflected light.
feet tall. They are made of solid mithral, 3 feet thick, and The walls are of ivory with gold inlaid. The floor is pol-
impregnated with great magics in order to make them ished agate. In each corner stands a statue of black iron,
absolutely spell- and magic-proof.
easily nine feet tall. That to the northeast stands with a
Keyhole. Where these valves meet, at about waist
saw-toothed two-handed sword raised to strike; that to
height, is a cup-like depression, a hemispherical concav-
ity with a central hole. The hole appears to fit the Sec- the northwest a huge, spike-ended mace; to the south-
ond Key, but if it is inserted, the character so doing will east the sculpture holds a wickedly spiked morning star,
take 5 (ldlO) lightning damage. Anyone so foolish as to and the one in the southwest has a voulge.
insert the First Key (from area 19) will take double that Near the center of the room is a large bronze urn fili-
amount of damage.
greed in gold. A thin stream of smoke issues from a tiny
True Key. The real key to these great gates is the
vent in its brass stopper. On the southern wall stands a
scepter from area 25. If the gold knob is inserted into
the depression, the mithral doors will swing silently granite sarcophagus that appears to be damaged. Flank-
open. If the silver end of the scepter is touched to the ing the sarcophagus are two large iron chests.
hemispherical cup the holder of the instrument will be
teleported instantly to be spat out of the devil's mouth
at area 6, nude, while all non-living materials with the The room is lined with lead and has antimagic proper-
individual go to area 33, and the crown and the scepter ties, so no spells will work within the room, and no mag-
reappear on the throne. ical properties of items of any sort will properly function
Blood Trap. If the door is attacked by force it will not except those that detect an aura of magic or a place of
budge, but if it is scratched or nicked it will turn red in desecration.


CHAPTER 7 I TOMB OF HORRORS
225

Statues. Each statue has a magical aura, but they are 32. SECRET DOOR
merely hunks of metal; they do nothing. Each registers The portal to the south can't be detected by any magical
to the casting of detect evil and good as a desecrated ob- means. but a successful DC 15 Wisdom (Perception)
ject, and the visage of each of these iron statues is most check enables a character to notice that the wall at this
fearsome and terrifying. location has a small opening that is metal-lined- obvi-
Moving a statue can be done, but it requires a com- ously a keyhole!
bined Strength of 48. Moving the statue in the north- Following this discovery, any attempt to force the door
west corner reveals a ring pull in the western wall open by physical or magical means will be useless. But
which will raise a small plug of stone and enable the if the First Key (from area 19) is inserted in the hole and
party to enter a small chute which takes them into the then removed, the door will sink into the floor, revealing
corridor that goes west. itself to be a stone-sheathed adamantine slab of tremen-
Bronze Urn. A character who examines the urn can dous thickness. There can be no real doubt that the end
use an action to pry loose the stopper. If the stopper is of the adventure- one way or another- is near.
removed, an efreeti will come forth. If the urn has been
battered, knocked about, shaken, overturned, or other- 33. THE CRYPT OF ACERERAK THE DEMILICH
wise roughly handled, the creature will be in a fury and
will attack. If not, it will grant three wishes for the party
Beyond the door is a smallish, rectangular chamber with
and then depart. l
Sarcophagus. Examining the lid of the sarcophagus a ceiling that extends twenty-five feet overhead. There is
reveals that glyphs spelling "ACERERAK" are inset on a smaii depression a few inches deep and about two feet I
pried out.) The end of the thing nearest the wall is stove l
it in platinum. (The metal, worth 100 pp in total, can be
square in the center of the floor.
in and shattered. Inside can be seen bits of a wooden
inner shell, a few bones, destroyed jewelry (the stones A successful DC 15 Wisdom (Perception) check enables
pried out), torn bits of robes and windings, dust, and a a character to discover a small hole in the middle of this
broken staff of the magi (evident from the runes upon it). depression-another keyhole!
A shattered skull will roll out if the contents are moved If the First Key is inserted herein, the key explodes,
around. (Why, the demilich has long been destroyed, but and the individual doing so takes 17 (5d6) bludgeon-
his magical traps somehow survived!) ing damage.
Iron Chests. Each of these massive boxes is embed- The Second Key (from area 28) will fit within the hole,
ded into the stone. Neither can possibly be moved, and and nothing untoward will occur. In fact, nothing what-
both show marks of prying, battering, and similar treat- soever will happen until it is turned three times to the
ment. Each chest is triple-locked, and each lock contains right in succession. If this is done, read:
a poison needle trap (see "Sample Traps" in chapter 5 of
the Dungeon Master's Guide). If the trap is triggered by
As you finish turning the key, the floor begins to tremble,
a failed check, it deals 1 piercing damage and delivers I
a dose of purple worm poison (see "Sample Poisons" in and then abruptly it starts to rise toward the ceiling.
chapter 8 of the Dungeon Master's Guide).
Treasure. Both chests have treasure, the true nature
Roll initiative. On initiative count 10, anyone still on the
of which doesn't become apparent until the spoils are
southern 15 feet of the crypt floor is crushed against the
moved at least 13 miles away from the tomb.
roof and slain. If any characters survive, read:
The eastern chest holds 10,000 gems, which will
initially appear to be of not less than 50 gp value each.
Each is actually a 1 gp piece of quartz. The other chest The rising of the floor in the southern part of the room
contains 10,000 copper pieces magicked to appear as reveals a mithral vault. There is a door in the center of
platinum when they are first discovered.
the device, with a ring set into it.
31. ONE-WAY DOORS
Characters who traverse the east-west corridor have A hard pull will open the door.
no chance of discovering the north-south route that
adjoins it. The two doors to the north are magical, such
that they don't exist except for characters who approach A low, dust-covered bench is near the back wall of the
and open them from the north. vault. On and around it are an abundance of items. Rest·
Phasing Pit. The covered pit depicted on the map ing on one end of it is a human skull.
doesn't exist until someone opens either of the one-way
doors or opens the door in the corridor while traveling
east to west. When one of those events occurs, the cov- Creature. The skull belongs to Acererak, the demilich
ered pit comes into phase where shown. This pit is oth- who lies in wait for the characters. When they joined the
erwise exactly the same as others in the place. halves of the First Key, that act called his soul back to
the Material Plane, and their use of the Second Key to
enter the vault alerted him that he must be prepared to
do battle in order to survive yet more centuries.


CHAPTER 7 I TOMB OF HORRORS
226

All that now remains of Acererak the lich are the dust subjected to a bestow curse spell (save DC 17) that lasts
of his bones. This bit is enough! If any of the treasure until dispelled. If the curse is removed, the character
in the crypt is touched, the dust swirls into the air and must make a DC 17 Wisdom saving throw. On a failed
forms a man-like shape. If this shape is ignored, it save, the character must permanently decrease one
will dissipate in 3 rounds, for it can only advance and ability score by 2, or two ability scores by 1 each. This
threaten, not harm. Any physical attack will give it 1 secondary effect is instantaneous and can't be dispelled.
point of energy, however, and a damaging spell cast on Treasure. Characters who survive the demilich's
it gives it a number of points of energy equal to the level wrath can claim any loot they can carry. Inside the vault
of the spell slot expended (1 point for a cantrip). Each are these items:
point of energy is equivalent to a hit point, and if 50 hit
• All items possessed by characters who were tele-
points are thus gained, the dust will form into a ghost
ported nude
controlled by Acererak, and this thing will attack imme-
• Ninety-seven small gems worth 10 gp each
diately. (The dust will seem to waver and fall back if it is
• Three huge gems-a 10,000 gp peridot, a 50,000 gp
struck by blow or spell, as if suffering actual damage, so
emerald, and a 100,000 gp black opal
formation of the ghost isn't too improbable.)
• Four magic weapons- a defender, a sword of ven-
If any character is so foolish as to touch the skull of
geance, a berserker axe, and a spear of backbiting (see
the demilich, a terrible thing occurs. Acererak rises appendix A)
into the air upon the touch, and it slowly scans the party
prior to attacking. The demilich has the Trap the Soul In addition, the hoard contains several magic items of
action and access to its lair actions, but not lair traits. It your choosing (except that none can be of legendary rar-
can tell which members of the party are the most power- ity), including:
ful, and it uses Trap the Soul on them first. , Twelve potions
There are two jewels set into the skull's eye sockets Six spell scrolls, each of a wizard spell of 5th
(50,000 gp rubies) and six pointed (marquis cut) dia- level or lower
monds set as teeth in the jaw (each diamond is worth • One magic ring, one magic rod, one magic staff, and
5,000 gp). If all these gems are filled with souls and the three wondrous items
skull is still intact and still being opposed, it will pro-
This ends the expedition to the Tomb of Horrors. We
nounce a curse upon the remaining characters which
will teleport them randomly in a 300-mile radius, each hope you and your players have found it exciting, chal-
lenging, and rewarding.
CHAPTER 7 I TOMB OF HORRORS
227

APPENDIX A: MAGIC ITEMS
The magic items that are introduced in this book are de- you are aloft when you stop blowing the whistle, you fall.
tailed here in alphabetical order. The adventure in which The whistle has three uses. It regains expended uses
an item appears is given at the end of its description. daily at dawn. (The Hidden Shrine ofTamoachan)

AMULET OF PROTECTION FROM TURNING HELL HOUND CLOAK
Wondrous item, rare (requires attunement) Wondrous item, rare (requires attunement)
While you wear this amulet of silver and turquoise, you This dark cloak is made of cured hell hound hide. As
have advantage on saving throws against effects that an action, you can command the cloak to transform you
turn undead. into a hell hound for up to 1 hour. The transformation
If you fail a saving throw against such an effect, you otherwise functions as the polymorph spell, but you can
can choose to succeed instead. You can do so three use a bonus action to revert to your normal form.
times, and expended uses recharge daily at dawn. Curse. This cloak is cursed with the essence of a hell
Each time an effect that turns undead is used against hound, and becoming attuned to it extends the curse
you, the amulet glows with silvery blue light for a few to you. Until the curse is broken with remove curse or
seconds. (The Hidden Shrine ofTamoachan) similar magic, you are unwilling to part with the cloak,
keeping it within reach at all times.
BALANCE OF HARMONY The sixth time you use the cloak, and each time there-
Wondrous item, uncommon after, you must make a DC 15 Charisma saving throw.
This scale bears celestial symbols on one pan and fiend- On a failed save, the transformation lasts until dispelled
ish symbols on the other. You can use the scale to cast or until you drop to O hit points, and you can't willingly
detect evil and good as a ritual. Doing so requires you to return to normal form. If you ever remain in hell hound
place the scale on a solid surface, then sprinkle the pans form for 6 hours, the transformation becomes perma-
with holy water or place a transparent gem worth 100 nent and you lose your sense of self. All your statistics
gp in each pan. The scale remains motionless if it de- are then replaced by those of a hell hound. Thereafter,
tects nothing, tips to one side or the other for good (con- only remove curse or similar magic allows you to regain
secrated) or evil (desecrated), and fluctuates slightly if your identity and return to normal. If you remain in this
it detects a creature appropriate to the spell but neither permanent form for 6 days, only a wish spell can reverse
good nor evil. By touching the scales after casting the the transformation. (Against the Giants)
ritual, you instantly learn any information the spell can
LOAD STONE
normally convey, and then the effect ends. (The Hidden
Wondrous item, rare
Shrine ofTamoachan)
This stone is a large gem worth 150 gp.
BRACELET OF ROCK MAGIC Curse. The stone is cursed, but its magical nature is
Wondrous item, very rare (requires attunement) hidden; detect magic doesn't detect it. An identify spell
While you wear this gold bracelet, it grants you immu- reveals the stone's true nature. If you use the Dash or
nity to being petrified, and it allows you to cast flesh Disengage action while the stone is on your person, its
to stone (save DC 15) as an action. Once the spell has curse activates. Until the curse is broken with remove
been cast three times, the bracelet can no longer cast it. curse or similar magic, your speed is reduced by 5 feet,
Thereafter, you can cast stone shape as an action. After and your maximum load and maximum lift capacities
you have done this thirteen times, the bracelet loses its are halved. You also become unwilling to part with the
magic and turns from gold to lead. stone. (Dead in Thay)
Curse. The bracelet's affinity with earth manifests as
MIRROR OF THE PAST
an unusual curse. Creatures of flesh that are strongly
Wondrous item, rare
related to earth and stone, such as stone giants and
dwarves, have advantage on the saving throw against The holder of this platinum hand mirror can learn some-
flesh to stone cast from the bracelet. If such a creature's thing about the history of a specific object or creature by
save is successful, the bracelet breaks your attunement taking an action to gaze into the mirror and think of the
to it and casts the spell on you. You make your saving target. Instead of the holder's reflection, the mirror pres-
throw with disadvantage, and on a failed save you are ents scenes from the target's past. Information conveyed
petrified instantly. (The Hidden Shrine ofTamoachan) is accurate, but it is random and cryptic, and presented
in no particular order. Once it is activated, the mirror
EAGLE WHISTLE gives its information for 1 minute or less, then returns to
Wondrous item, rare normal. It can't be used again until the next dawn. (The
While you blow an eagle whistle continuously, you can Hidden Shrine of Tamoachan)
fly twice as fast as your walking speed. You can blow
NIGHT CALLER
the whistle continuously for a number of rounds equal
Wondrous item, uncommon
to 5 + five times your Constitution modifier (minimum
of 1 round) or until you talk, hold your breath, or start This whistle is carved from transparent crystal, and it
suffocating. A use of the whistle also ends if you land. If resembles a tiny dragon curled up like a snail. The name

APPENDIX A J MAGIC ITEMS
228

Night Caller is etched on the whistle in Dwarvish runes. Curse. This weapon is cursed, and becoming attuned
If a character succeeds on a DC 20 Intelligence (Arcana to it extends the curse to you. Until the curse is broken
or History) check, the character recalls lore that says the with remove curse or similar magic, you are unwilling
duergar made several such whistles for various groups to part with the weapon, keeping it within reach at all
in an age past. times. In addition, you have disadvantage on attack rolls
If you blow the whistle in darkness or under the night made with weapons other than this one.
sky, it allows you to cast the animate dead spell. The Whenever you roll a 1 on an attack roll using this
target can be affected through up to 10 feet of soft earth weapon, the weapon bends or flies to hit you in the back.
or similar material, and if it is, it takes 1 minute to claw Make a new attack roll with advantage against your own
its way to the surface to serve you. Once the whistle has AC. If the result is a hit, you take damage as if you had
animated an undead creature, it can't do so again until 7 attacked yourself with the spear. (Tomb of Horrors)
days have passed.
Once every 24 hours, you can blow the whistle to re- STONE OF ILL LUCK
assert control over one or two creatures you animated Wondrous item, uncommon (requires attunement)
with it. (The Sunless Citadel) This polished agate appears to be a stone of good luck to
anyone who tries to identify it, and it confers that item's
POTION OF MIND CONTROL
property while on your person.
Potion, rarity varies
Curse. This item is cursed. While it is on your per-
When you drink a potion of mind control, you can cast a son, you take a - 2 penalty to ability checks and saving
dominate spell (save DC 15) on a specific creature if you throws. Until the curse is discovered, the DM secretly
do so before the end of your next turn. If you don't, the applies this penalty, assuming you are adding the item's
potion is wasted. bonus. You are unwilling to part with the stone until the
A potion of mind control produces the effect of a dom- curse is broken with remove curse or similar magic.
inate beast, a dominate person (humanoid), or a domi- (The Hidden Shrine ofTamoachan)
nate monster spell (see the table below). If the target's
initial saving throw fails, the effect lasts for 1 hour, with WAND OF ENTANGLE
no concentration required on your part. The charmed Wand, uncommon (requires attunement by a spellcaster)
creature has disadvantage on new saving throws to This wand has 7 charges. While holding it, you can use
break the effect during this time. (Against the Giants) an action to expend 1 of its charges to cast the entangle
Potion of ... Rarity spell (save DC 13) from it.
The wand regains ld6 + 1 expended charges daily at
Mind control (beast) Rare
dawn. If you expend the wand's last charge, roll a d20.
Mind control (humanoid) Rare
On a 1, the wand crumbles into ashes and is destroyed.
Mind control (monster) Very rare
(The Sunless Citadel)
ROBE OF SUMMER WAYTHE
Wondrous item, rare (requires attunement) Weapon (greatsword), legendary (requires attunement)
This elegant garment is made from fine cloth in hues of Waythe is a unique greatsword most recently in the pos-
red, orange, and gold. While you wear the robe, you have session of a high-ranking cloud giant ambassador.
resistance to cold damage. In addition, you are comfort- You gain a +l bonus to attack and damage rolls made
able as if the temperature were that of a balmy day, so with this magic weapon. When you hit a creature of the
you suffer no ill effects from the weather's temperature giant type with it, the giant takes an extra 2d6 slashing
extremes. (Dead in Thay) damage, and it must succeed on a DC 15 Strength sav-
ing throw or fall prone.
SHATTERSPIKE
The sword also functions as a wand of enemy detec-
Weapon (longsword), uncommon (requires attunement)
tion. It regains all of its expended charges at dawn and
You have a +l bonus to attack and damage rolls you isn't at risk of crumbling if its last charge is used.
make with this magic weapon. If it hits an object, the hit Sentience. Waythe is a sentient weapon of neutral
is automatically a critical hit, and it can deal bludgeon- good alignment, with an Intelligence of 12, a Wisdom of
ing or slashing damage to the object (your choice). Fur- 2, and a Charisma of 14. It has hearing and darkvision
ther, damage from nonmagical sources can't harm the out to a range of 120 feet.
weapon. (The Sunless Citadel) The weapon can speak and understand Giant and
Common, and it can communicate telepathically with
SPEAR OF BACKBIT! G its wielder.
Weapon (spear or javelin), very rare (requires attune- Personality. This sword believes in freedom and
ment) allowing others to live as they see fit. It is protective of
You gain a +2 bonus to attack and damage rolls made its friends, and wants to be friends with a like-minded
with this magic weapon. When you throw it, its normal wielder. (It takes only 1 minute for a good-aligned char-
and long ranges both increase by 30 feet. and it deals acter to gain attunement with the sword.) Waythe is
one extra die of damage on a hie. After you throw it and courageous to the point of foolhardiness, however, and
it hits or misses, it flies back co your hand immediately. vocally urges bold action. It is likely to come into conflict
with an evil or a timid wielder. (Against the Giants)

APPENDIX A I MAGIC ITEMS
229

APPENDIX B: CREATURES

This appendix details creatures and nonplayer char-
acters that are mentioned in this book and that don't
appear in the Monster Manual. That book's introduction
explains how to interpret a stat block.
Some of these creatures are available in Volo's
Guide to Monsters but are reproduced here for your
convenience.
The creatures are presented in alphabetical order.
ANIMATED TABLE
Some of the defenders of the fortress in The Forge
of Fury are animated objects that were crafted long
ago by the dwarf mage Arundil. They include the ani-
mated table.
Constructed Nature. An animated table doesn't re-
quire air, food, drink, or sleep.
BARGHEST
BARGHEST Large fiend (shapechanger), neutral evil
Vicious and intelligent canines from the Lower Planes,
Armor Class 17 (natural armor)
barghests can be encountered inside the Doomvault.
Hit Points 90 (12dl0 + 24)
Unlike other creatures of their ilk, the barghests in Speed 60 ft. (30 ft. in goblin form)
Dead in Thay can be bargained with because they resent
their imprisonment, and thus they might become allies STR DEX CON INT WIS CHA
(after a fashion) of the player characters. 19 (+4) 15 (+2) 14 (+2) 13 (+l) 12 (+l) 14 (+2)

Skills Deception +4, Intimidation +4, Perception +5, Stealth +4
ANIMATED TABLE Damage Resistances cold, fire, lightning; bludgeoning, piercing,
Large construct, unaligned and slashing from nonmagical attacks
Damage Immunities acid, poison
Armor Class 15 (natural armor) Condition Immunities poisoned
Hit Points 39 (6dl0 + 6) Senses blindsight 60 ft., darkvision 60 ft., passive Perception 15
Speed 40 ft. languages Abyssal, Common, Goblin, Infernal, telepathy 60 ft.
Challenge 4 (1 ,100 XP)
STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 13 (+l) 1 (-5) 3 (-4) 1 (-5)
Shapechanger. The barghest can use its action to polymorph
into a Small goblin or back into its true form. Other than its
Damage Immunities poison, psychic
size and speed, its statistics are the same in each form. Any
Condition Immunities blinded, charmed, deafened, exhaustion,
frightened , paralyzed, petrified, poisoned equipment it is wearing or carrying isn't transformed. The bar-
Senses blindsight 60 ft. (blind beyond this radius), ghest reverts to its true form if it dies.
passive Perception 6 Fire Banishment. When the barghest starts its turn engulfed in
languages-
flames that are at least 10 feet high or wide, it must succeed on
Challenge 2 (450 XP)
a DC 15 Charisma saving throw or be instantly banished to Ge-
henna. Instantaneous bursts of flame (such as a red dragon's
Antimagic Susceptibility. The table is incapacitated while in the breath or a fireball spell) don't have this effect on the barghest.
area of an antimagic field. If targeted by dispel magic, the table
Keen Smell. The barghest has advantage on Wisdom (Percep-
must succeed on a Constitution saving throw against the cast- tion) checks that rely on smell.
er's spell save DC or fall unconscious for 1 minute.
Innate Spellcasting. The barghest's innate spellcasting ability is
False Appearance. While the table remains motionless, it is in- Charisma (spell save DC 12). The barghest can innately cast the
distinguishable from a normal table.
following spells, requiring no material components:
Charge. If the table moves at least 20 feet straight toward a
At will: levitate, minor illusion, pass without trace
target and then hits it with a ram attack on the same turn, the
1/day each: charm person, dimension door, suggestion
target takes an extra 9 (2d8) bludgeoning damage. If the target
is a creature, it must succeed on a DC 15 Strength saving throw ACTIONS
or be knocked prone.
Bite. Melee Weapon Attack (true form only): +6 to hit, reach 5
ACTIONS ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Claws. Melee Weapon Attack. +6 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) bludgeoning damage. Hit: 8 (ld8 + 4) slashing damage.



APPENDIX B I CREATURES

CENTAUR MUMMY
In The Hidden Shrine ofTamoachan, characters must
contend with a mummified centaur that wants to prevent
them from moving any farther into the dungeon. Com-
bining the most lethal features of two creature types,
the centaur mummy can attack nearby targets with its
melee weapons while trying to use its Dreadful Glare
against enemies that hold back.
Undead Nature. A mummy doesn't require air, food,
drink, or sleep.

CENTAUR MUMMY
Large undead, lawful evil

Armor Class 13 (natural armor)
Hit Points 85 (lOdlO + 30)
Speed 30 ft.
CHAMPION
STR DEX CON INT WIS CHA
20 (+5) 12 (+l) 16 (+3) 5 (- 3) 14 (+2) 12 (+l) One of the most remote locations inside White Plume
Mountain is the hideout of a band of criminals led by the
Saving Throws Wis +5 fallen champion Sir Bluto, an alleged mass murderer
Damage Vulnerabilities fire and a fugitive. Sir Bluto and his companions will do ev-
Damage Resistances bludgeoning, piercing, and slashing from erything in their power to ensure that anyone who hap-
nonmagical attacks pens upon their sanctum doesn't live to tell of it.
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened ,
paralyzed, poisoned CHAMPION
Senses darkvision 60 ft. ; passive Perception 12 Medium humanoid (any race), any alignment
Languages Common, Sylvan
Challenge 6 (2,300 XP) Armor Class 18 (plate)
Hit Points 143 (22d8 + 44)
Speed 30 ft.
Charge. If the centaur mummy moves at least 20 feet straight
toward a target and then hits it with a pike attack on the same
STR DEX CON INT WIS CHA
turn, the target takes an extra 10 (3d6) piercing damage.
20 (+5) 15 (+2) 14 (+2) 10 (+0) 14 (+2) 12 (+l)
ACTIONS
Saving Throws Str +9, Con +6
Multiattack. The centaur mummy makes two melee attacks,
Skills Athletics +9, Intimidation +5, Perception +6
one with its pike and one with its hooves, or it attacks with its
Senses passive Perception 16
pike and uses Dreadful Glare. Languages any one language (usually Common)
Pike. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Challenge 9 (5,000 XP)
Hit: 10 (ldlO + 5) piercing damage.
Indomitable (2/Day). The champion rerolls a failed
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft. , one target.
Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) necrotic saving throw.
damage. If the target is a creature, it must succeed on a DC 14 Second Wind (Recharges after a Short or Long Rest). As a bo-
Constitution saving throw or be cursed with mummy rot. The nus action, the champion can regain 20 hit points.
cursed target can't regain hit points, and its hit point maximum
decreases by 10 (3d6) for every 24 hou rs that elapse. If the ACTIONS
curse reduces the target's hit point maximu m to 0, the target
Multiattack. The champion makes three attacks with its greats-
dies, and its body turns to dust. The curse lasts until removed
word or its shortbow.
by the remove curse spell or similar magic.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Dreadful Glare. The centau r mummy targets one creature it can target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slash-
see within 60 feet of it. lfthe target can see the mummy, the
ing damage if the champion has more than half of its total hit
target must succeed on a DC 12 w ·sdom saving throw against
points remaining.
this magic or become frightened until the end of the mummy's
next turn. If the target fails the saving throw by 5 or more, it is Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320
also paralyzed for the same duration. A target that succeeds on ft., one target. Hit: 6 (ld8 + 2) piercing damage, plus 7 (2d6)
the saving throw is immune to the Dreadfu Glare of all mum- piercing damage if the champion has more than half of its total
mies (but not mummy lords) for tne next 24 hours. hit points remaining.

APPENDIX B I CREATURES
231

CHOKER
The choker (from Dead in Thay) is a malevolent, other-
worldly creature that relies on stealth and strangulation
to put down its enemies. Two long arms extend from its
scrawny body, functioning like tentacles that enable the
choker to strike from a distance. The creature's primary
tactic is to grab a target around the throat and hold on
until its prey is dead.

CONJ_U_R_E_R ____ _
Conjurers are specialist wizards who summon crea-
tures from other planes and create materials out of thin
air. Some conjurers use their magic to bolster armies or
destroy enemies on battlefields, while others use sum-
moned creatures to guard their lairs.

CONJURER
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8)
Speed 30 ft.

STR DEX CON INT WIS CHA
CHOKER
Small aberration, chaotic evil 9 (-1) 14 (+2) 11 (+O) 17 (+3) 12 (+l) 11 (+O)
Saving Throws Int +6, Wis +4
Armor Class 16 (natural armor) Skills Arcana +6, History +6
Hit Points 13 (3d6 + 3) Senses passive Perception 11
Speed 30 ft.
Languages any four languages
Challenge 6 (2,300 XP)
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 13 (+l) 4 (-3) 12 (+l) 7 (-2)
Spellcasting. The conjurer is a 9th-level spellcaster. Its spell-
Skills Stealth +6 casting ability is Intelligence (spell save DC 14, +6 to hit
Senses darkvision 60 ft. , passive Perception 11 with spell attacks). The conjurer has the following wizard
Languages Deep Speech spells prepared:
Challenge 1 (100 XP)
Cantrips (at will): acid splash,* mage hand,* poison spray,* pres-
tidigitation
Aberrant Quickness (Recharge after a Short or Long Rest). The 1st level (4 slots): mage armor, magic missile, unseen servant*
choker can take an extra action on its turn. 2nd level (3 slots): cloud of daggers,* misty step,* web*
3rd level (3 slots):fireba/1, stinking cloud*
Spider Climb. The choker can climb difficult surfaces, includ- 4th level (3 slots): Evard's black tentacles,* stoneskin
ing upside down on ceilings, without needing to make an 5th level (2 slots): cloudkill,* conjure elemental*
ability check. ,·,conjuration spell of 1st level or higher

ACTIONS Benign Transportation (Recharges after the Conjurer Casts a
Conjuration Spell of 1st Level or Higher). As a bonus action, the
Multiattack. The choker makes two tentacle attacks.
conjurer teleports up to 30 feet to an unoccupied space that it
Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one tar- can see. If it instead chooses a space within range that is occu-
get. Hit: 5 (ld4 + 3) bludgeoning damage plus 3 (ld6) piercing pied by a willing Small or Medium creature, they both teleport,
damage. If the target is a Large or smaller creature, it is grap- swapping places.
pled (escape DC 15). Until this grapple ends, the target is re-
ACTIONS
strained, and the choker can't use this tentacle on another tar-
get (the choker has two tentacles). If this attack is a critical hit, Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
the target also can't breathe or speak until the grapple ends. range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage.


APPENDIX B I CREATURES
232

DEATHLOCK WIGHT

In Dead in Thay, two kinds of wights serve the Red
Wizards as guards and workers. The deathlock wight
resembles a normal wight, except that its undead form
courses with dark magic.
Undead Nature. A wight doesn't require air, food,
drink, or sleep.

DREAD WARRIOR
DEATHLOCK WIGHT
Medium undead, neutral evil The Red Wizards (Dead in Thay) make use of several
kinds of undead minions, including the special servants
Armor Class 12 (15 with mage armor) known as dread warriors. After being created by a se-
Hit Points 37 (5d8 + 15) cret ritual, a dread warrior is further enchanted so that
Speed 30 ft. a Red Wizard can employ the creature in the fashion of
a spellcaster's familiar. By creating a psychic link with a
STR DEX CON INT WIS CHA dread warrior, a Red Wizard can experience the world
11 (+O) 14 (+2) 16 (+3) 12 (+l) 14 (+2) 16 (+3) through the creature's senses and direct the warrior.
Undead Nature. A dread warrior doesn't require air,
Saving Throws Wis +4 food, drink, or sleep.
Skills Arcana +3, Perception +4
Damage Resistances necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks DREAD WARRIOR
Damage Immunities poison Medium undead, neutral evil
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 14 Armor Class 18 (chain mail, shield)
Languages the languages it knew in life Hit Points 37 (5d8 + 15)
Challenge 3 (700 XP) Speed 30 ft.

Innate Spellcasting. The wight's innate spellcasting ability is STR DEX CON INT WIS CHA
15 (+2) 11 (+O) 16 (+3) 10 (+0) 12 (+l) 10 (+O)
Charisma (spell save DC 13). It can innately cast the following
spells, requiring no verbal or material components:
Saving Throws Wis +3
At will: detect magic, disguise self, mage armor Skills Athletics +4, Perception +3
1/day each:fear, hold person, misty step Damage Immunities poison
Condition Immunities exhaustion, poisoned
Sunlight Sensitivity. While in sunlight, the wight has disadvan-
Senses darkvision 60 ft., passive Perception 13
tage on attack rolls, as well as on Wisdom (Perception) checks Languages Common
that rely on sight.
Challenge l (200 XP)
ACTIONS
Multiattack. The wight attacks twice with Grave Bolt. Undead Fortitude. If damage reduces the dread warrior to 0
hit points, it must make a Constitution saving throw with a DC
Grave Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one of 5 + the damage taken , unless the damage is radiant or from
target. Hit: 7 (l d8 + 3) necrotic damage. a critical hit. On a success, the dread warrior drops to l hit
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one point instead.
creature. Hit: 9 (2d6 + 2) necrotic damage. The target must ACTIONS
succeed on a DC 13 Constitution saving throw or its hit point
maximum is reduced by an amount equal to the damage taken. Multiattack. The dread warrior makes two melee attacks.
This reduction lasts until the target finishes a long rest. The tar-
Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one tar-
get dies if this effect reduces its hit point maximum to 0. get. Hit: 6 (ld8 + 2) slashing damage, or 7 (ldlO + 2) slashing
A humanoid slain by this attack rises 24 hours later as a zom-
damage if wielded with two hands.
bie under the wight's control, unless the humanoid is restored
to life or its body is destroyed. The wight can have no more Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
than twelve zombies under its control at one time. range 30/120 ft., one target. Hit: 5 (ld6 + 2) piercing damage.


APPENDIX B I CREATURES
233

DUERGAR SPY
Combining the natural abilities of the duergar race with
the specialized training of a spy, the duergar named
Ghared is a force to be reckoned with inside Khundru-
DUERGAR SPY kar (The Forge of Fury).
Medium humanoid (dwarf), lawful evil
ENCHANTER
Armor Class 15 (studded leather)
Hit Points 33 (6d8 + 6) Enchanters are specialist wizards who understand how
Speed 25 ft. to alter and control minds using magic. They might be
personable and interesting, using magic to manipulate
STR DEX CON INT WIS CHA people only when banter and conventional persuasion
10 (+0) 16 (+3) 12 (+l) 12 (+1) 10 (+O) 13 (+1) fails, or they might be rude and demanding, using and
relying on charmed, obedient minions.
Damage Resistances poison
Skills Deception +5, Insight +2, Investigation +5, Perception +4,
Persuasion +3, Sleight of Hand +5, Stealth +7 ENCHANTER
Senses darkvision 120 ft., passive Perception 14 Medium humanoid (any race), any alignment
Languages Dwarvish, Undercommon
Challenge 2 (450 XP) Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8)
Speed 30 ft.
Cunning Action. On each of its turns, the spy can use a bonus
action to take the Dash, Disengage, or Hide action. STR DEX CON INT WIS CHA
Duergar Resilience. The spy has advantage on saving throws 9 (-1) 14 (+2) 11 (+O) 17 (+3) 12 (+1) 11 (+O)
against poison, spells, and illusions, as well as to resist being
Saving Throws Int +6, Wis +4
charmed or paralyzed.
Skills Arcana +6, History +6
Sneak Attack. Once per turn, the spy can deal an extra 7 (2d6) Senses passive Perception 11
damage when it hits a target with a weapon attack and has Languages any four languages
advantage on the attack roll, or when the target is within 5 feet Challenge 5 (1 ,800 XP)
of an ally of the spy that isn't incapacitated and the spy doesn't
have disadvantage on the attack roll.
Spellcasting. The enchanter is a 9th-level spellcaster. Its
Sunlight Sensitivity. While in sunlight, the spy has disadvan- spellcasting ability is Intelligence (spell save DC 14, +6 to hit
tage on attack rolls, as well as on Wisdom (Perception) checks with spell attacks). The enchanter has the following wizard
that rely on sight. spells prepared:
Cantrips (at will):friends, mage hand, mending, message
ACTIONS
1st level (4 slots): charm person,* mage armor, magic missile
Multiattack. The spy makes two shortsword attacks. 2nd level (3 slots): hold person,* invisibility, suggestion*
3rd level (3 slots): fireball haste, tongues
Eniarge (Recharges after a Short or Long Rest). For 1 minute,
4th level (3 slots): dominate beast,'*stoneskin
the spy magically increases in size, along with anything it is
5th level (2 slots): hold monster*
wearing or carrying. While enlarged, the spy is Large, doubles *Enchantment spell of 1st level or higher
her damage dice on Strength-based weapon attacks (included
in the attacks), and makes Strength checks and Strength saving ACTIONS
throws with advantage. If the spy lacks the room to become
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft. , one
Large, it attains the maximum size possible in the space target. Hit: 2 (ld6- 1) bludgeoning damage, or 3 (ld8- 1)
available.
bludgeoning damage if used with two hands.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft. , one tar-
get. Hit: 6 (ld6 + 3) piercing damage, or 10 (2d6 + 3) piercing REACTIONS
damage while enlarged. Instinctive Charm (Recharges after the Enchanter Casts an
Enchantment Spell of 1st Level or Higher). The enchanter tries
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120
to magically divert an attack made against it, provided that the
ft., one target. Hit: 6 (1 d6 + 3) piercing damage.
attacker is within 30 feet of it and visible to it. The enchanter
Invisibility (Recharges after a Short or Long Rest). The spy mag- must decide to do so before the attack hits or misses.
ically turns invisible until it attacks, deals damage, casts a spell, The attacker must make a DC 14 Wisdom saving throw. On a
or uses its Enlarge, or until its concentration is broken, up to failed save, the attacker targets the creature closest to it, other
1 hour (as if concentrating on a spell). Any equipment the spy than the enchanter or itself. If multiple creatures are closest,
wears or carries is invisible with it. the attacker chooses which one to target.

APPENDIX B I CREATURES
234

GIANT CRAYFISH
Large beast, unaligned

Armor Class 15 (natural armor)
Hit Points 45 (7dl0 + 7)
Speed 30 ft. , swim 30 ft.
EVOKER
Evokers are specialist wizards who harness magical STR DEX CON INT WIS CHA
energy and elemental forces to destroy. Many tend to 15 (+2) 13 (+l) 13 (+l) 1 (-5) 9 (-1) 3 (-4)
be hotheaded and aggressive. Others are cold and re-
Skills Stealth +3
served, unleashing their power at just the right moment
Senses blindsight 30 ft., passive Perception 9
to exploit an opponent's weakness.
Languages-
Challenge 2 (450 XP)
GIANT CRAYFISH
The giant crayfish appears in The Hidden Shrine of Ta-
Amphibious. The giant crayfish can breathe air and water.
moachan and in White Plume Mountain.
ACTIONS
GIANT ICE TOAD
Multiattack. The giant crayfish makes two claw attacks.
In a cavern within the glacial rift (Against the Giants),
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft. , one target.
a group of ice toads vigorously guard their territory.
Hit: 7 (ldlO + 2) bludgeoning damage, and the target is grap-
Waves of cold radiate from the creature, afflicting those
pled (escape DC 12). The crayfish has two claws, each of which
that try to approach it, and anyone unfortunate enough
can grapple only one target.
to be swallowed suffers injury from cold as well as from
the toad's digestive juices.
EVOKER GIANT ICE TOAD
Medium humanoid (any race), any alignment Large monstrosity, neutral
Armor Class 12 (15 with mage armor) Armor Class 14 (natural armor)
Hit Points 66 (12d8 + 12) Hit Points 52 (7dl0 + 14)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 12 (+l) 17 (+3) 12 (+l) 11 (+O) 16 (+3) 13 (+l) 14 (+2) 8 (-1) 10 (+0) 6 (- 2)
Saving Throws Int +7, Wis +S Damage Immunities cold
Skills Arcana +7, History +7 Senses darkvision 60 ft., passive Perception 10
Senses passive Perception 11 Languages Ice Toad
Languages any four languages Challenge 3 (700 XP)
Challenge 9 (5,000 XP)
Amphibious. The toad can breathe air and water.
Spellcasting. The evoker is a 12th-level spellcaster. Its spellcast- Cold Aura. Any creature that starts its turn within 10 feet of the
ing ability is Intelligence (spell save DC 15, +7 to hit with spell
toad takes 5 (ldlO) cold damage.
attacks). The evoker has the following wizard spells prepared:
Standing Leap. The toad's long jump is up to 20 feet and its
Cantrips (at will):.fire bolt,*light,*prestidigitation, ray of frost*
1st level (4 slots): burning hands,*mage armor, magic missile* high jump is up to 10 feet, with or without a running start.
2nd level (3 slots): mirror image, misty step, shatter*
ACTIONS
3rd level (3 slots): counterspe/1,firebalf,* lightning bolt*
4th level (3 slots): ice storm,*(stoneskin Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
5th level (2 slots): Bigby's hand,* cone of cold* Hit: 10 (2d6 + 3) piercing damage, and the target is grappled
6th level (1 slot): chain lightning,* wall of ice* (escape DC 13). Until this grapple ends, the target is restrained,
1 'Evocation spell and the toad can't bite another target.
Sculpt Spells. When the evoker casts an evocation spell that Swallow. Melee Weapon Attack: +5 to hit, reach 5 ft., one Me-
forces other creatures it can see, it can choose a number of dium or smaller creature the toad is grappling. Hit: 10 (2d6 + 3)
them equal to 1 + the spell's level. These creatures automati- piercing damage, the target is swallowed, and the grapple ends.
cally succeed on their saving throws against the spell. If a suc- The swallowed target is blinded and restrained, it has total
cessful save means a chosen creature would take half damage cover against attacks and other effects outside the toad, and it
from the spell, it instead takes no damage from it. takes 10 (3d6) acid damage and 11 (2dl0) cold damage at the
start of each of the toad's turns. The toad can have only one
ACTIONS
target swallowed at a time.
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one If the toad dies, a swallowed creature is no longer restrained
target. Hit: 2 (ld6 -1) bludgeoning damage, or 3 (ld8 - 1) by it and can escape from the corpse using 5 feet of movement,
bludgeoning damage if used with two hands. exiting prone.

APPENDIX B I CREATURES
235

GIANT LIGHTNING EEL
Large beast, unaligned

Armor Class 13
Hit Points 42 (5dl0 + 15)
Speed 5 ft., swim 30 ft. GIANT LIGHTNING EEL
The giant lightning eel (Tamoachan) can electrify the
STR DEX CON INT WIS CHA water around it.
11 (+O) 17 (+3) 16 (+3) 2 (-4) 12 (+l) 3 (-4)
GIANT SKELETON
Damage Resistances lightning
Senses blindsight 60 ft., passive Perception 11 In the Tomb of Horrors, treasure sometimes presents
Languages- itself for the taking. In one such location, the "reward"
Challenge 3 (700 XP) for an attempt to grab some valuables turns out to be the
animated skeleton of a giant- deadly not only because
Water Breathing. The eel can breathe only underwater. of its size and strength, but because it has defenses nor-
mally possessed only by undead of much greater power.
ACTIONS Undead Nature. A skeleton doesn't require air, food,
drink, or sleep.
Multiattack. The eel makes two bite attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: GIANT SUBTERRANEAN LIZARD
10 (2d6 + 3) piercing damage plus 4 (ld8) lightning damage.
The giant subterranean lizard (Forge of Fury) is an enor-
Lightningjolt (Recharge 5-6). One creature the eel touches mous reptile with a powerful tail attack.
within 5 feet of it outside water, or each creature within l 5 feet
ofit in a body of water, must make a DC 12 Constitution saving
throw. On failed save, a target takes 13 (3d8) lightning damage. GIANT SUBTERRANEAN LIZARD
Huge beast, unaligned
If the target takes any of this damage, the target is stunned un-
til the end of the eel's next turn. On a successful save, a target
Armor Class 14 (natural armor)
takes half as much damage and isn't stunned.
Hit Points 66 (7dl2 + 21)
Speed 30 ft., swim SO ft.
CHA
GIANT SKELETON STR DEX CON INT WIS 7 (-2)
Huge undead, neutral evil 21 (+5) 9 (-1) 17 (+3) 2 (-4) 10 (+O)
Skills Stealth +3
Armor Class 17 (natural armor)
Senses passive Perception l 0
Hit Points 115 (1 Odl 2 + SO)
Languages-
Speed 30 ft.
Challenge 4 (1 ,100 XP)
STR DEX CON INT WIS CHA
21 (+S) 10 (+O) 20 (+5) 4 (-3) 6 (-2) 6 (- 2) ACTIONS
Multiattack. The lizard makes two attacks: one with its bite and
Damage Vulnerabilities bludgeoning
one with its tail. One attack can be replaced by Swallow.
Damage Immunities poison
Condition Immunities exhaustion, poisoned Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Senses darkvision 60 ft., passive Perception 8 Hit: 16 (2dl0 + 5) piercing damage, and the target is grappled
Languages understands Giant but can't speak (escape DC 15). Until this grapple ends, the target is restrained,
Challenge 7 (2,900 XP) and the lizard can't bite another target.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target not
Evasion. If the skeleton is subjected to an effect that allows it to
grappled by the lizard. Hit: 12 (2d6 + 5) bludgeoning damage.
make a saving throw to take only half damage, it instead takes
If the target is a creature, it must succeed on a DC l 5 Strength
no damage ifit succeeds on the saving throw, and only half
saving throw or be knocked prone.
damage if it fails.
Swallow. Melee Weapon Attack: +7 to hit, reach 5 ft. , one Me-
Magic Resistance. The skeleton has advantage on saving
dium or smaller creature the lizard is grappling. Hit: 16 (2dl0
throws against spells and other magical effects.
+ 5) piercing damage, the target is swallowed, and the grapple
Turn Immunity. The skeleton is immune to effects that ends. The swallowed target is blinded and restrained, it has
turn undead. total cover against attacks and other effects outside the lizard,
and it takes 10 (3d6) acid damage at the start of each of the
ACTIONS lizard's turns. The lizard can have only one target swallowed
at a time.
Multiattack. The skeleton makes three scimitar attacks.
If the lizard dies, a swallowed creature is no longer restrained
Scimitar. Melee Weapon Attack: +8 to hit, reach 10 ft. , one tar- by it and can escape from the corpse using 10 feet of move-
get. Hit: l 5 (3d6 + 5) slashing damage. ment, exiting prone.

APPENDIX BI CREATURES

GREATER ZOMBIE
Many of those who brave the Tomb of Horrors believe
they have reached their ultimate destination when they
disturb a skeletal figure inside a secluded crypt. It is,
in fact, a greater zombie, a creature magically created
from a humanoid corpse to be far more resilient than a
typical zombie.
Undead Nature. A zombie doesn't require air, food,
drink, or sleep.

ILLUSIONIST
ILLUSIONIST
Illusionists are specialist wizards who twist light, Medium humanoid (any race), any alignment
sound, shadow, and even minds to create false and
quasi-real effects. They can be flamboyant and use their Armor Class 12 (15 with mage armor)
powers in spectacular and obvious ways, or quiet and Hit Points 38 (7d8 + 7)
subtle, using their magic to conceal the truth. Speed 30 ft.

STR DEX CON INT WIS CHA
GREATER ZOMBIE 9 (-1) 14 (+2) 13 (+l) 16 (+3) 11 (+O) 12 (+l)
Medium undead, neutral evil
Saving Throws Int +5, Wis +2
Armor Class 15 (natural armor) Skills Arcana +5, History +5
Hit Points 97 (13d8 + 39) Senses passive Perception 10
Speed 30 ft. Languages any four languages
Challenge 3 (700 XP).
STR DEX CON INT WIS CHA
18 (+4) 10 (+O) 17 (+3) 4 (-3) 6 (-2) 6 (-2)
Spellcasting. The illusionist is a 7th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 13, +5 to hit
Saving Throws Wis + 1
with spell attacks). The illusionist has the following wizard
Damage Resistances cold, necrotic
Damage Immunities poison spells prepared:
Condition Immunities charmed, exhaustion, frightened, Cantrips (at will): dancing lights, mage hand, minor illusion,
paralyzed, poisoned
poison spray
Senses darkvision 60 ft., passive Perception 8
1st level (4 slots): color spray,* disguise self,* mage armor,
Languages understands the languages it knew in life but can't
magic missile
speak
2nd level (3 slots): invisibility,* mirror image,* phantasmal force*
Challenge 5 (1,800 XP) 3rd level (3 slots): major image,* phantom steed*
4th level (1 slot): phantasmal killer*
Turn Resistance. The zombie has advantage on saving throws *Illusion spell of 1st level or higher
against any effect that turns undead. Displacement (Recharges after the Illusionist Casts an Illusion
Spell of 1st Level or Higher). As a bonus action, the illusionist
Undead Fortitude. If damage reduces the zombie to O hit
projects an illusion that makes the illusionist appear to be
points, it must make a Constitution saving throw with a DC of
5 + the damage taken, unless the damage is radiant or from a standing in a place a few inches from its actual location, caus-
ing any creature to have disadvantage on attack rolls against
critical hit. On a success, the lich drops to 1 hit point instead.
the illusionist. The effect ends if the illusionist takes damage, it
ACTIONS is incapacitated, or its speed becomes 0.
Multiattack. The zombie makes two melee attacks. ACTIONS
Empowered Slam. Melee Weapon Attack: +7 to hit, reach 5 ft. , Quarterstaff. Melee Weapon Attack: +l to hit, reach 5 ft., one
one target. Hit: 7 (ld6 + 4) bludgeoning damage and 7 (2d6) target. Hit: 2 (ld6- 1) bludgeoning damage, or 3 (ld8 - 1)
necrotic damage. bludgeoning damage if used with two hands.



APPENDIX B I CREATURES
237

Medium plant, neutral evil

Armor Class 14 (natural armor)
Hit Points 67 (9d8 + 27)
Speed 10 ft., swim 30 ft.
KALKA-KYLLA
Adventurers who get inside the halls of the Hidden STR DEX CON INT WIS CHA
Shrine of Tamoachan are likely to find a unique oppor- 14 (+2) 14 (+2) 16 (+3) 7 (-2) 12 (+l) 10 (+0)
tunity- the chance to communicate with a crustacean
that can speak. If Kalka-Kylla is coaxed out of its hiding Skills Perception +3, Stealth +4
place and not attacked, it might provide visitors with a Damage Resistances bludgeoning, fire, piercing
Condition Immunities blinded, deafened, exhaustion
bit or two of possibly useful information.
Senses blindsight 60 ft., passive Perception 13
Languages Common, Sylvan
KELPIE
Challenge 4 (1 ,100 XP)
A kelpie (White Plume Mountain) is a form of intelligent,
aquatic plant life that resembles a pile of wet seaweed. It
Amphibious. The kelpie can breathe air and water.
is able to shape its body into various forms, often assum-
ing the aspect of a beautiful humanoid in order to lure Seaweed Shape. The kelpie can use its action to reshape its
people into deep water. body into the form of a humanoid or beast that is Small, Me-
dium, or Large. Its statistics are otherwise unchanged. The
disguise is convincing, unless the kelpie is in bright light or the
KALKA-KYLLA viewer is within 30 feet of it, in which case the seams between
Large monstrosity, neutral the seaweed strands are visible. The kelpie returns to its true
form if takes a bonus action to do so or if it dies.
Armor Class 15 (natural armor)
Hit Points 85 (lOdlO + 30) False Appearance. While the kelpie remains motionless in its
Speed 30 ft., swim 30 ft. true form, it is indistinguishable from normal seaweed.

STR DEX CON INT WIS CHA ACTIONS
17 (+3) 12 (+l) 16 (+3) 15 (+2) 16 (+3) 12 (+l) Multiattack. The kelpie makes two slam attacks.

Skills Deception +3, Insight +5, Stealth +3 Slam. Melee Weapon Attack: +4 to hit, reach 10 ft., one target.
Senses blindsight 30 ft. , passive Perception 13 Hit: 11 (2d8 + 2) piercing damage. If the target is a Medium or
Languages Olman smaller creature, it is grappled (escape DC 12).
Challenge 3 (700 XP)
Drowning Hypnosis. The kelpie chooses one humanoid it can
see within 150 feet of it. If the target can see the kelpie, the tar-
Amphibious. Kalka-Kylla can breathe air and water. get must succeed on a DC 11 Wisdom saving throw or be mag-
ically charmed while the kelpie maintains concentration, up to
False Appearance. While Kalka-Kylla remains motionless
10 minutes (as if concentrating on a spell).
and hidden in its shell, it is indistinguishable from a pol-
The charmed target is incapacitated, and instead of holding
ished boulder.
its breath underwater, it tries to breathe normally and immedi-
Shell. Kalka-Kylla can use a bonus action to retract into or ately runs out of breath, unless it can breathe water.
emerge from its shell. While retracted, Kalka-Kylla gains a +4 If the charmed target is more than 5 feet away from the kel-
bonus to AC, and it has a speed ofO and can't benefit from bo- pie, the target must move on its turn toward the kelpie by the
nuses to speed. most direct route, trying to get within 5 feet. It doesn't avoid
opportunity attacks.
ACTIONS Before moving into damaging terrain, such as lava or a pit,
and whenever it takes damage from a source other than the
Multiattack. Kalka-Kylla makes two claw attacks.
kelpie or drowning, the target can repeat the saving throw. A
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. charmed target can also repeat the saving throw at the end of
Hit: 10 (2d6 + 3) bludgeoning damage, and if the target is a each of its turns. If the saving throw is successful, the effect
Medium or smaller creature, it is grappled (escape DC 13). ends on it.
Until this grapple ends, the target is restrained. Kalka-Kylla has A target that successfully saves is immune to this kelpie's
two claws, each of which can grapple only one target. hypnosis for the next 24 hours.


APPENDIX B I CREATURES

MALFORMED KRAKEN
The Doomvault (Dead in Thay) contains a number of
denizens that don't have all the traits or abilities of nor-
mal creatures of their kind. By far the most powerful of
these "inferior" creatures is a malformed kraken that is
kept in a saltwater pool and is not as large or as durable
as a true kraken.


MALFORMED KRAKEN
Huge monstrosity, chaotic evil
LEUCROTTA
The leucrotta is every bit as horrible as its grotesque Armor Class 17 (natural armor)
appearance would suggest: the body of a hyena perched Hit Points 172 (15dl2 + 75)
atop the spindly legs of a deer and topped with the head Speed 20 ft., swim 40 ft.
of a giant badger. A group of these creatures lurks inside
a location in the Doomvault (Dead in Thay), where they STR DEX CON INT WIS CHA
use their talent for mimicry to call for help-enticing 25 (+7) 11 (+O) 20 (+5) 11 (+O) 15 (+2) 15 (+2)
would-be prey to come to their rescue before discover-
Saving Throws Str + 11 , Con +9, Int +4, Wis +6, Cha +6
ing the truth of the matter.
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks
LEUCROTTA Damage Immunities lightning
Large monstrosity, chaotic evil Condition Immunities frightened, paralyzed
Senses truesight 60 ft., passive Perception 12
Armor Class 14 (natural armor) Languages understands Common but can't speak; telepathy
Hit Points 67 (9dl0 + 18) 60 ft.
Speed 50 ft. Challenge 10 (5,900 XP)

STR DEX CON INT WIS CHA Amphibious. The kraken can breathe air and water.
18 (+4) 14 (+2) 15 (+2) 9 (-1) 12 (+l) 6 (-2)
Siege Monster. The kraken deals double damage to objects and
Skills Deception +2, Perception +3 structures.
Senses darkvision 60 ft. , passive Perception 13
Languages Abyssal, Gnoll ACTIONS
Challenge 3 (700 XP) Multiattack. The kraken makes three tentacle attacks. One of
them can be replaced with a bite attack, and any of them can be
Keen Smell. The leucrotta has advantage on Wisdom (Percep- replaced with Fling.
tion) checks that rely on smell.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Kicking Retreat. If the leucrotta attacks with its hooves, it can Hit: 16 (2d8 + 7) piercing damage.
take the Disengage action as a bonus action.
Tentacle. Melee Weapon Attack: +11 to hit, reach 20 ft., one
Mimicry. The leucrotta can mimic animal sounds and human- target. Hit: 14 (2d6 + 7) bludgeoning damage, and the target
oid voices. A creature that hears the sounds can tell they are is grappled (escape DC 16). Until this grapple ends, the target
imitations with a successful DC 14 Wisdom (Insight) check. is restrained. The kraken has ten tentacles, each of which can
grapple one target.
Rampage. When the leucrotta reduces a creature to O hit points
with a melee attack on its turn, it can take a bonus action to Fling. One Medium or smaller object held or creature grappled
move up to half its speed and make an attack with its hooves. by the kraken's tentacles is thrown up to 60 feet in a random
direction and knocked prone. If a thrown target strikes a solid
ACTIONS surface, the target takes 3 (ld6) bludgeoning damage for every
10 feet it was thrown. If the target is thrown at another crea-
Multiattack. The leucrotta makes two attacks: one with its bite
and one with its hooves. ture, that creature must succeed on a DC 16 Dexterity saving
throw or take the same damage and be knocked prone.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Lightning Storm. The kraken creates three bolts of lightning,
Hit: 8 (ld8 + 4) piercing damage. lfthe leucrotta scores a criti-
each of which can strike a target the kraken can see within 150
cal hit, it rolls the damage dice three times, instead of twice.
feet ofit. A target must make a DC 16 Dexterity saving throw,
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. taking 16 (3dl0) lightning damage on a failed save, or half as
Hit: 11 (2d6 + 4) bludgeoning damage. much damage on a successful one.


APPENDIX B I CREATURES
239

MARTIAL ARTS ADEPT
Within a lavish chamber inside the Hidden Shrine of Ta-
moachan, two dust-covered bodies are found reclining.
If their rest is disturbed, the bodies awaken from a state
of suspended animation and reveal themselves to be NEREID
monks of considerable capability. Medium fey, any chaotic alignment

NEREID Armor Class 13
Hit Points 44 (8d8 + 8)
One of the most inviting locations in the Hidden Shrine Speed 30 ft. , swim 60 ft.
of Tamoachan is a gently illuminated pool of water, be-
side which sits a lovely being singing a pleasant tune. STR DEX CON INT WIS CHA
The figure is a nereid- a fey water creature that can 10 (+O) 17 (+3) 12 (+l) 13 (+l) 14 (+2) 16 (+3)
shape its environment to suit its needs. Whether male or
female, a nereid bears an otherworldly beauty. Skiiis Acrobatics +5, Nature +3, Stealth +5, Survival +4
Senses darkvision 60 ft., passive Perception 12
Languages Aquan, Common, Elvish, Sylvan
MARTIAL ARTS ADEPT Challenge 2 (450 XP)
Medium humanoid (any race), any alignment

Armor Class 16 Amphibious. The nereid can breathe air and water.
Hit Points 60 (lld8 + 11) Aquatic Invisibility. If immersed in water, the nereid can make
Speed 40 ft.
itself invisible as a bonus action. It remains invisible until it
leaves the water, ends the invisibility as a bonus action, or dies.
STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 13 (+l) 11 (+0) 16 (+3) 10 (+O) Mantle Dependent. The nereid wears a mantle of silky cloth the
color of sea foam, which holds the creature's spirit. The mantle
Skills Acrobatics +5, Insight +5, Stealth +5 has an AC and hit points equal to that of the nereid, but the
Senses passive Perception 13 garment can't be directly harmed while the nereid wears it. If
Languages any one language (usually Common) the mantle is destroyed, the nereid becomes poisoned and dies
Challenge 3 (700 XP) within 1 hour. A nereid is willing to do anything in its power to
recover the mantle if it is stolen, including serving the thief.
Unarmored Defense. While the adept is wearing no armor and Shape Water. The nereid can cast control water at will, requiring
wielding no shield, its AC includes its Wisdom modifier. no components. Its spellcasting ability for it is Charisma. This
use of the spell has a range of 30 feet and can affect a cube of
ACTIONS water no larger than 30 feet on a side.
Multiattack. The adept makes three unarmed strikes or three
Speak with Animals. The nereid can comprehend and verbally
dart attacks.
communicate with beasts.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft. ,
one target. Hit: 7 (ld8 + 3) bludgeoning damage. If the target ACTIONS
is a creature, the adept can choose one of the following addi- Blinding Acid. Melee or Ranged Spell Attack: +5 to hit, reach 5
tional effects: ft. or range 30 ft., one target. Hit: 16 (2dl 2 + 3) acid damage,
and the target is blinded until the start of the nereid's next turn.
• The target must succeed on a DC 13 Strength saving throw or
drop one item it is holding (adept's choice). Drowning Kiss (Recharge 5-6). The nereid touches one creature
• The target must succeed on a DC 13 Dexterity saving throw it can see within 5 feet ofit. The target must succeed on a DC
or be knocked prone. 13 Constitution saving throw or take 22 (3dl2 + 3) acid dam-
• The target must succeed on a DC 13 Constitution saving age. On a failure, it also runs out of breath and can't speak for
throw or be stunned until the end of the adept's next turn. 1 minute. At the end of each of its turns, it can repeat the save,
ending the effect on itself on a success.
Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft. , one tar-
get. Hit: 5 (ld4 + 3) piercing damage. Water Lash. The nereid causes a 5-foot cube of water within 60
feet of it to take a shape of its choice and strike one target it
REACTIONS
can see within 5 feet of that water. The target must make a DC
Deflect Missile. In response to being hit by a ranged weapon 13 Strength saving throw. On a failed save, it takes 17 (4d6 +
attack, the adept deflects the missile. The damage it takes from 3) bludgeoning damage, and ifit is a Large or smaller creature,
the attack is reduced by ldlO + 3. If the damage is reduced to 0, it is pushed up to 15 feet in a straight line or is knocked prone
the adept catches the missile if it's small enough to hold in one (nereid's choice). On a successful save, the target takes half as
hand and the adept has a hand free . much damage and isn't pushed or knocked prone.


APPENDIX B I CREATURES
240

OOZE MASTER
Huge undead, lawful evil

Armor Class 9 (natural armor)
Hit Points 138 (12dl2 + 60)
NECROMANCER Speed 30 ft., climb 30 ft.
Necromancers are specialist wizards who study the in- STR DEX CON INT WIS CHA
teraction of life, death, and undeath. Some like to dig up 16 (+3) 1 (-5) 20 (+5) 17 (+3) 10 (+O) 16 (+3)
corpses to create undead slaves. A few use their powers
for good, becoming hunters of the undead and risking Saving Throws Int +7, Wis +4
their lives to save others. Skills Arcana +7, Insight +4
Damage Resistances lightning, necrotic; bludgeoning, piercing,
OOZE MASTER and slashing from nonmagical attacks
Damage Immunities acid, cold, poison
The Immortal Caverns inside the Doomvault (Dead in Condition Immunities blinded, charmed, deafened, exhaustion,
Thay) are home to a number of bizarre creatures, of frightened , paralyzed, poisoned, prone
which the Ooze Master is perhaps the strangest. It ini- Senses blindsight 120 ft., passive Perception 10
tially appears in the form of a pillar composed of thick, Languages Common, Primordial, Thayan
red, ooze-like stuff. The creature is actually inside the Challenge 10 (5,900 XP)
pillar, and when it is roused, it emerges with evil intent.
Undead Nature. The Ooze Master doesn't require air, Corrosive Form. A creature that touches the Ooze Master or
food, drink, or sleep. hits it with a melee attack while within 5 feet of it takes 9 (2d8)
acid damage. Any nonmagical weapon that hits the Ooze Mas-
NECROMANCER ter corrodes. After dealing damage, the weapon takes a perma-
Medium humanoid (any race), any alignment nent and cumulative -1 penalty to damage rolls. If its penalty
drops to -5, the weapon is destroyed. Nonmagical ammunition
that hits the Ooze Master is destroyed after dealing damage.
Armor Class 12 (15 with mage armor)
The Ooze Master can eat through 2-inch-thick, nonmagical
Hit Points 66 (12d8 + 12)
Speed 30 ft. wood or metal in 1 round.
Instinctive Attack. When the Ooze Master casts a spell with a
STR DEX CON INT WIS CHA casting time of l action, it can make one pseudopod attack as
9 (-1) 14 (+2) 12 (+l) 17 (+3) 12 (+l) 11 (+O) a bonus action.

Saving Throws Int +7, Wis +5 Spellcasting. The Ooze Master is a 9th-level spellcaster. Its
Skills Arcana +7, History +7 spellcasting ability is Intelligence (spell save DC 15, +7 to hit
Damage Resistances necrotic with spell attacks). It has the following wizard spells prepared:
Senses passive Perception 11
Languages any four languages Cantrips (at will): acid splash.friends, mage hand, poison spray
Challenge 9 (5,000 XP) 1st level (4 slots): charm person, detect magic, magic missile, ray
of sickness
2nd level (3 slots): detect thoughts, Melf's acid arrow, suggestion
Spellcasting. The necromancer is a 12th-level spellcaster. Its 3rd level (3 slots):fear, slow, stinking cloud
spellcasting ability is Intelligence (spell save DC 15, +7 to hit 4th level (3 slots): confusion, Evard's black tentacles
with spell attacks). The necromancer has the following wizard 5th level (1 slot): cloudkill
spells prepared:
Spider Climb. The Ooze Master can climb difficult surfaces,
Cantrips (at will): chill touch, dancing lights, mage including upside down on ceilings, without needing to make an
hand, mending ability check.
1st level (4 slots): false life,* mage armor, ray of sickness*
2nd level (3 slots): blindness/deafness,* ray of enfee- ACTIONS
blement,* web Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft., one
3rd level (3 slots): animate dead,* bestow curse,* vam- target. Hit: 13 (3d6 + 3) bludgeoning damage plus 10 (3d6)
piric touch* acid damage.
4th level (3 slots): blight,* dimension door, stoneskin
5th level (2 slots): Bigby's hand, cloudkill REACTIONS
6th level (1 slot): circle of death*
Instinctive Charm. If a creature the Ooze Master can see makes
*Necromancy spell of 1st level or higher
an attack roll against it while within 30 feet of it, the Ooze Mas-
Grim Harvest (1/Turn). When necromancer kills a creature that ter can use a reaction to divert the attack if another creature
is neither a construct nor undead with a spell of 1st level or is within the attack's range. The attacker must make a DC 15
higher, the necromancer regains hit points equal to twice the Wisdom saving throw. On a failed save, the attacker targets the
spell's level, or three times if it is a necromancy spell. creature that is closest to it, not including itself or the Ooze
Master. If multiple creatures are closest, the attacker chooses
ACTIONS
which one to target. On a successful save, the attacker is im-
Withering Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one mune to this Instinctive Charm for 24 hours. Creatures that
creature. Hit: 5 (2d4) necrotic damage. can't be charmed are immune to this effect.


APPENDIX B CREATURES
241

SEA LION
A sea lion is a fearsome monster with the head and
forepaws of a lion and the lower body and tail of a fish.
Adventurers who delve beneath White Plume Mountain
might discover a group of these creatures confined in a
watery cage.

SHARWYN HUCRELE
A young adventurer whose group ran afoul of a band of
goblins, Sharwyn Hucrele now finds herself enslaved
deep inside the Sunless Citadel, an unwitting suppli-
cant of the Gulthias Tree. The corrupting influence has
turned her skin thick and rough, as though she were af-
fected by a barkskin spell, and has turned the normally
good-aligned Sharwyn into an evil adversary.
Large monstrosity, unaligned
SHARWYN HUCRELE
Armor Class 15 (natural armor) Medium humanoid (human), neutral evil
Hit Points 90 (12dl0 + 24)
Speed 10 ft., swim 40 ft. Armor Class 16 (Barkskin trait)
Hit Points 13 (2d8 + 4)
STR DEX CON INT WIS CHA Speed 30 ft.
17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 8 (-1)
STR DEX CON INT WIS CHA
Skills Perception +4, Stealth +5 11 (+O) 13 (+l) 14 (+2) 16 (+3) 14 (+2) 9 (-1)
Senses passive Perception 14
Languages - Skills Arcana +5, Insight +4, Persuasion + 1
Challenge 5 (1,800 XP) Senses passive Perception 12
Languages Common, Draconic, Goblin
Challenge 1/2 (100 XP)
Amphibious. The sea lion can breathe air and water.
Keen Smell. The sea lion has advantage on Wisdom (Percep- Barkskin. Sharwyn's AC can't be lower than 16.
tion) checks that rely on smell.
Special Equipment. Sharwyn has a spell book that contains the
Pack Tactics. The sea lion has advantage on an attack roll spells listed in her Spellcasting trait, plus detect magic and
against a creature if at least one of the sea lion's allies is within silent image.
5 feet of the creature and the ally isn't incapacitated.
Spellcasting. Sharwyn is a 1st-level spellcaster. Her spellcasting
Swimming Leap. With a 10-foot swimming start, the sea lion ability is Intelligence (spell save DC 13, +5 to hit with spell at-
can long jump out of or across the water up to 25 feet. tacks). She has the following wizard spells prepared:
ACTIONS Cantrips (at will): light, prestidigitation, ray of frost
1st level (2 slots): color spray, magic missile, shield, sleep
Multiattack. The sea lion makes three attacks: one bite attack
and two claw attacks. Tree Thrall. If the Gulthias Tree dies, Sharwyn dies 24
hours later.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 12 (2d8 + 3) piercing damage. ACTIONS
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft. , one target.
Hit: 12 (2d8 + 3) piercing damage. Hit: 4 (ld4 + 2) piercing damage.



APPENDIX B I CREATURES
242

SIR BRAFORD
While traveling in the vicinity of the Sunless Citadel, Sir
Braford and his companions were captured by goblins.
The young paladin of Pelor has been corrupted by the
sinister Gulthias Tree and now swings his magic sword,
Shatterspike, on behalf of a different sort of "deity."

SIREN
Imprisoned inside a mist-filled chamber in the Tomb
of Horrors, Siren serves as evidence of Acererak's
heartless sense of humor. This mysterious fey creature
yearns to be released, but an enchantment laid on her
by the demilich prevents her from telling visitors how to
accomplish that task. If anyone succeeds in freeing her,
she vows to be a lifelong friend.

S1RBRAFORD SIREN
Medium humanoid (human), neutral evil Medium fey, chaotic good

Armor Class 18 (chain mail, shield) Armor Class 14
Hit Points 19 (3d8 + 6) Hit Points 38 (7d8 + 7)
Speed 30 ft. Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 9 (- 1) 14 (+2) 10 (+O) 13 (+l) 14 (+2) 10 (+0) 18 (+4) 12 (+l) 13 (+l) 14 (+2) 16 (+3)

Skills Athletics +S, Perception +3 Skills Medicine +4, Nature +3, Stealth +6, Survival +4
Senses passive Perception 13 Senses darkvision 60 ft., passive Perception 12
Languages Common Languages Common, Elvish, Sylvan
Challenge 1/2 (100 XP) Challenge 3 (700 XP)

Barkskin. Sir Braford's AC can't be lower than 16.
Amphibious. Siren can breathe air and water.
Special Equipment. Sir Braford wields Shatterspike, a magic Innate Spellcasting. Siren's innate spellcasting ability is Cha-
longsword that grants a + l bonus to attack and damage rolls risma (spell save DC 13). She can innately cast the following
made with it (included in his attack). See appendix B for the spells, requiring no material components:
item's other properties.
1/day each: charm person.fog cloud, greater invisibility, poly-
Tree Thrall. If the Gulthias Tree dies, Sir Bra ford dies 24 morph (self only)
hours later.
Magic Resistance. Siren has advantage on saving throws
ACTIONS against spells and other magical effects.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one tar- ACTIONS
get. Hit: 8 (ld8 + 4) slashing damage, or 9 (ldlO + 4) slashing
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
damage if used with two hands.
target. Hit: 7 (ld6 + 4) piercing damage.
REACTIONS
Stupefying Touch. Siren touches one creature she can see
Protection. When a creature Sir Braford can see attacks a target within 5 feet of her. The creature must succeed on a DC 13
other than him that is within 5 feet of him, he can use a reac- Intelligence saving throw or take 13 (3d6 + 3) psychic damage
tion to use his shield to impose disadvantage on the attack roll. and be stunned until the start of Siren's next turn.


APPENDIX B I CREATURES
243

TARUL VAR
After failing in an earlier task for the Red Wizards, the
lich Tarul Var is sequestered within the Doomvault
(Dead in Thay), where he tries to avoid the attention of
Szass Tam. Interlopers who discover his quarters are
set upon by the lich and his dread warrior guards, but if
Var is brought to the brink of death, he might bargain for
a chance to escape the dungeon.
Undead Nature. A lich doesn't require air, food,
drink, or sleep.

2nd level (3 slots): detect thoughts,jlaming sphere,* mirror im-
age, scorching ray
Medium undead, neutral evil
3rd level (3 slots): counterspe/1, dispel magic,fireba/1
4th level (3 slots): dimension door,* Evard's black tentacles*
Armor Class 16 (natural armor) 5th level (3 slots): cloudkill,* saying
Hit Points 105 (14d8 + 42)
6th level (1 slot): circle of death
Speed 30 ft.
*Conjuration spell of 1st level or higher
STR DEX CON INT WIS CHA Turn Resistance. Var has advantage on saving throws against
11 (+O) 16 (+3) 16 (+3) 19 (+4) 14 (+2) 16 (+3) any effect that turns undead.
Saving Throws Con +8, Int +9, Wis +7 ACTIONS
Skills Arcana +9, History +9, Insight +7, Perception +7 Paralyzing Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one
Damage Resistances cold, lightning, necrotic; bludgeoning, creature. Hit: 10 (3d6) cold damage. The target must succeed
piercing, and slashing from nonmagical attacks on a DC 17 Constitution saving throw or be paralyzed for 1
Damage Immunities poison minute. The target can repeat the saving throw at the end of
Condition Immunities charmed, exhaustion frightened ,
each of its turns, ending the effect on itself on a success.
paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 17 Benign Transposition. Var teleports up to 30 feet to an unoc-
Languages Abyssal, Common, Infernal, Primordial, Thayan cupied space he can see. Alternatively, he can choose a space
Challenge 13 (10,000 XP) within range that is occupied by a Small or Medium creature.
If that creature is willing, both creatures teleport, swapping
places. Var can use this feature again only after he finishes a
Focused Conjuration. While Var is concentrating on a conju-
long rest or casts a conjuration spell of 1st level or higher.
ration spell, his concentration can't be broken as a result of
taking damage.
LEGENDARY ACTIONS
Legendary Resistance (3/Day). If Var fails a saving throw, he can Var can take 3 legendary actions, choosing from the options
choose to succeed instead. below. Only one legendary action option can be used at a time
and only at the end of another creature's turn. Var regains
Rejuvenation. If Var is destroyed but his phylactery remains
spent legendary actions at the start of his turn.
intact, Var gains a new body in ldlO days, regaining all his
hit points and becoming active again. The new body appears Cantrip. Var casts a cantrip.
within 5 feet of the phylactery. Paralyzing Touch (Costs 2 Actions). Var uses Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). Var fixes his gaze on one
Spellcasting. Var is a 12th-level spellcaster. His spellcasting
creature he can see within 10 feet of him. The target must
ability is Intelligence (spell save DC 17, +9 to hit with spell at-
succeed on a DC 17 Wisdom saving throw against this magic
tacks). He has the following wizard spells prepared: or become frightened for 1 minute. The frightened target can
Cantrips (at will):.fire bolt, mage hand, minor illusion, prestidigi- repeat the saving throw at the end of each of its turns, ending
tation, ray of frost the effect on itself on a success. If a target's saving throw is
1st level (4 slots): detect magic, magic missile, shield, un- successful or the effect ends for it, the target is immune to
seen servant* Var's gaze for the next 24 hours.



APPENDlX BI CREATURES
244

TECUZIZTECATL
Clinging to the wall of a water-filled chamber inside
the Hidden Shrine of Tamoachan is Tecuziztecatl, also
known as the Lord of Snails. This giant slug is not only
intelligent, it's capable of speech. If faced with enemies
that are too much of a threat for it, the slug might offer to
provide assistance, or it might submerge itself to avoid
further harm.
THAYAN APPRENTICE
The Red Wizards have a number of helpers that super-
vise tasks in the Doomvault (Dead in Thay). Thayan
apprentices have a measure of spellcasting ability, and
many strive to become full-fledged wizards one day.

ThCUZIZTECATL
Large monstrosity, neutral

Armor Class 13 (natural armor)
Hit Points 102 (12dl0 + 36)
Speed 30 ft., climb 30 ft., swim 30 ft. THAYANAPPRENTICE
Medium humanoid (human), any non-good alignment
STR DEX CON INT WIS CHA
17 (+3) 10 (+O) 16 (+3) 15 (+2) 16 (+3) 13 (+1) Armor Class 12 (15 with mage armor)
Hit Points 27 (5d8 + 5)
Skills Deception +3, Stealth +2 Speed 30 ft.
Damage Resistances bludgeoning from nonmagical attacks
Damage Immunities acid STR DEX CON INT WIS CHA
Senses blindsight 30 ft., passive Perception 13 10 (+O) 14 (+2) 12 (+1) 15 (+2) 13 (+l) 11 (+O)
Languages Olman, Primal
Challenge 4 (1,100 XP) Skills Arcana +4
Senses passive Perception 11
Languages Common, Thayan
Amphibious. Tecuziztecatl can breathe air and water.
Challenge 2 (450 XP)
Glowing. Tecuziztecatl sheds dim light within 20 feet of itself.
Flexible. Tecuziztecatl can enter a space large enough for a Me- Doomvault Devotion. Within the Doomvault, the apprentice
dium creature without squeezing. has advantage on saving throws against being charmed or
frightened .
Spider Climb. Tecuziztecatl can climb difficult surfaces, in-
cluding upside down on ceilings, without needing to make an Spellcasting. The apprentice is a 4th-level spellcaster. Its spell-
ability check. casting ability is Intelligence (spell save DC 12, +4 to hit with
spell attacks). It has the following wizard spells prepared:
ACTIONS
Cantrips (at will):.fire bolt, mage hand, prestidigitation,
Multiattack. Tecuziztecatl makes two pseudopod attacks. shocking grasp
1st level (4 slots): burning hands, detect magic, mage ar-
Pseudopod. Melee Weapon Attack: +5 to hit, reach 10 ft., one
mor, shield
target. Hit: 12 (2d8 + 3) bludgeoning damage.
2nd level (3 slots): blur, scorching ray
Spit Acid (Recharge 4-6). Tecuziztecatl exhales acid in a 30-foot
ACTIONS
line that is 5 feet wide. Each creature in that line must make a
DC 13 Dexterity saving throw, taking 18 (4d8) acid damage on a Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
failed save, or half as much damage on a successful one. range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage.

APPENDIX B I CREATURES

THAYAN WARRIOR THORN SLINGER
The Red Wizards have a number of helpers that perform A corridor inside the Hidden Shrine of Tamoachan is
tasks in the Doomvault (Dead in Thay). Thayan warriors the site of a long, narrow pit with a number of large
provide muscle when it's needed and often serve beside bushes along its floor. Though they might appear harm-
Thayan apprentices. less at first, these thorn slingers are doubly dangerous,
as anyone who falls into the pit or tries to traverse it
THAYAN WARRIOR soon discovers.
Medium humanoid (human), any non-good alignment
THORN SLINGER
Armor Class 16 (chain shirt, shield) Large plant, unaligned
Hit Points 52 (8d8 + 16)
Speed 30 ft. Armor Class 11
Hit Points 32 (5dl0 + 5)
STR DEX CON INT WIS CHA Speed 10 ft.
16 (+3) 13 (+l) 14 (+2) 10 (+O) 11 (+O) 11 (+O)
STR DEX CON INT WIS CHA
Skills Perception +2 13 (+l) 12 (+l) 12 (+l) l (- 5) 10 (+O) l (-5)
Senses passive Perception 12
Languages Common, Thayan Condition Immunities blinded, deafened, frightened
Challenge 2 (450 XP) Senses blindsight 60 ft. (blind beyond this radius); passive
Perception 10
Languages-
Doomvault Devotion. Within the Doomvault, the warrior
Challenge 1/2 (100 XP)
has advantage on saving throws against being charmed or
frightened.
Adhesive Blossoms. The thorn slinger adheres to anything that
Pack Tactics. The warrior has advantage on an attack roll
touches it. A Medium or smaller creature adhered to the thorn
against a creature if at least one of the warrior's allies is within
slinger is also grappled by it (escape DC 11). Ability checks
5 feet of the creature and the ally isn't incapacitated.
made to escape this grapple have disadvantage.
ACTIONS At the end of each of the thorn slinger's turns, anything grap-
pled by it takes 3 (ld6) acid damage.
Multiattack. The warrior makes two melee attacks.
False Appearance. While the thorn slinger remains motionless,
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar-
it is indistinguishable from an inanimate bush.
get. Hit: 7 (ld8 + 3) slashing damage, or 8 (ldlO + 3) slashing
damage if used with two hands. ACTIONS
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or Thorns. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 6 (ld6 + 3) piercing damage. range 30 ft., one target. Hit: 8 (2d6 + 1) piercing damage.

APPENDIX B I CREATURES

VAMPIRIC MIST
In a loose manner of speaking, the vampiric mist is the
embodiment of the vampire's hunger for blood. It exists
only to seek out creatures and drain the life from them,
and its insubstantial nature enables it to pursue prey
through the tiniest of openings.
When first encountered, a vampiric mist appears as
a billowing mass of light clouds. As the creature feeds,
its coloration darkens to a deep crimson. In the Temple
TRANSMUTER of Blood inside the Doom vault (Dead in Thay), several
clouds of vampiric mist appear and attempt to engulf
Transmuters are specialist wizards who embrace any who don't escape the place quickly.
change, rail against the status quo, and view magical Undead Nature. A vampiric mist doesn't require
transmutation as a path to riches, enlightenment, or air or sleep.
apotheosis.
VAMPIRIC MIST
ThANSMUTER Medium undead, chaotic evil
Medium humanoid (any race), any alignment
Armor Class 13
Armor Class 12 (15 with mage armor) Hit Points 45 (Gd&+ 18)
Hit Points 40 (9d&) Speed Oft., fly 30 ft. (hover)
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 16 (+3) 6 (-2) 12 (+l) 7 (-2)
9 (-1) 14 (+2) 11 (+O) 17 (+3) 12 (+l) 11 (+O)
Saving Throws Wis +3
Saving Throws Int +6, Wis +4 Damage Resistances acid, cold, lightning, necrotic, thunder;
Skills Arcana +6, History +6 bludgeoning, piercing, and slashing from nonmagical attacks
Senses passive Perception 11 Damage Immunities poison
Languages any four languages Condition Immunities charmed, exhaustion, grappled,
Challenge 5 (1,800 XP) paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 11
Languages-
Spellcasting. The transmute, is a 9th-level spellcaster. Its
Challenge 3 (700 XP)
spellcasting ability is Intelligence (spell save DC 14, +6 to hit
with spell attacks). The transmute, has the following wizard
spells prepared: Blood Sense. The vampiric mist can sense living creatures that
have blood or similar vital fluids in a radius of 60 feet.
Cantrips (at will): light, mending, prestidigitation, ray of frost
1st level (4 slots): chromatic orb, expeditious retreat,* Forbiddance. The vampiric mist can't enter a residence without
mage armor an invitation from one of the occupants.
2nd level (3 slots): alter self? hold person, knock*
3rd level (3 slots): blink,*fireball, slow* Misty Form. The vampiric mist can occupy another creature's
4th level (3 slots): polymorph/' stoneskin space and vice versa. In addition, if air can pass through a
5th level (1 slot): telekinesis* space, the mist can pass through it without squeezing. Each
*Transmutation spell of 1st level or higher foot of movement in water costs it 2 extra feet , rather than l
extra foot. The mist can't manipulate objects in any way that
Transmuter's Stone. The transmuter carries a magic stone it
requires hands; it can apply simple force only.
crafted that grants its bearer one of the following effects:
Sunlight Hypersensitivity. The vampiric mist takes 20 radiant
, Darkvision out to a range of 60 feet
damage when it starts its turn in sunlight. While in sunlight,
, An extra 10 feet of speed while the bearer is unencumbered
the mist has disadvantage on attack rolls and ability checks.
Proficiency with Constitution saving throws
, Resistance to acid, cold, fire, lightning, or thunder damage
ACTIONS
(transmuter's choice whenever the transmuter chooses
this benefit) Blood Drain. One creature in the vampiric mist's space must
make a DC 13 Constitution saving throw (undead and con-
If the transmuter has the stone and casts a transmutation spell structs automatically succeed). On a failed save, the target
of l st level or higher, it can change the effect of the stone. takes 10 (2d6 + 3) necrotic damage, its hit point maximum is
reduced by an amount equal to the necrotic damage taken, and
ACTIONS the mist regains hit points equal to that amount.
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one This reduction to the target's hit point maximum lasts until
target. Hit: 2 (ld6 - 1) bludgeoning damage, or 3 (ld& - 1) the target finishes a long rest. It dies if this effect reduces its hit
bludgeoning damage if used with two hands. point maximum to 0.


APPENDIX BI CREATURES

WHITE MAW
In their laboratories inside the Doomvault (Dead in
Thay), the Red Wizards experiment with a process to
create sentient oozes. The creature they call White Maw
is one of their early achievements-a gray ooze of enor-
mous size that has intelligence and can communicate.
These talents are considerably diminished by the fact
that the creature is utterly insane.
Ooze Nature. White Maw doesn't require sleep.

YUSDRAYL
The kobolds that occupy a portion of the Sunless Citadel
Gargantuan ooze, chaotic neutral are not a combative lot, as long as they are not attacked.
That attitude is shared by their leader, Yusdrayl. She
Armor Class 5 is not automatically hostile to strangers who enter her
Hit Points 217 (14d20 + 70) throne room, and in fact is looking for some help from
Speed 10 ft. a group of outsiders that can help her contend with the
goblins that live nearby. But if she or any other kobolds
STR DEX CON INT WIS CHA are threatened or set upon, Yusdrayl defends herself and
18 (+4) 1 (- 5) 20 (+5) 12 (+l) 10 (+0) 3 (-4)
her tribe as fiercely as she can.
Damage Resistances acid, cold, fire
Damage Immunities poison YUSDRAYL
Condition Immunities blinded, charmed, deafened , exhaustion, Small humanoid (kobold), lawful evil
frightened , poisoned, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Armor Class 12 (15 with mage armor)
Perception 10 Hit Points 16 (3d6 + 6)
Languages telepathy 50 ft. Speed 30 ft.
Challenge 10 (5,900 XP)
STR DEX CON INT WIS CHA
Amorphous Form. White Maw can occupy another creature's 8 (- 1) 15 (+2) 14 (+2) 10 (+O) 10 (+O) 16 (+3)
space and vice versa.
Skills Arcana +2, Insight +2, Stealth +4
Corrode Metal. Any nonmagical weapon made of metal that Senses darkvision 60 ft., passive Perception 10
hits White Maw corrodes. After dealing damage, the weapon Languages Common, Draconic
takes a permanent and cumulative -1 penalty to damage rolls. Challenge 1 (200 XP)
if its penalty drops to -5, the weapon is destroyed. Nonmagical
ammunition made of metal that hits White Maw is destroyed Spellcasting. Yusdrayl is a 2nd-level spellcaster. Her spellcast-
after dealing damage.
ing ability is Charisma (spell save DC 13, +5 to hit with spell
White Maw can eat through 2-inch-thick, nonmagical metal attacks). She knows the following sorcerer spells:
in 1 round.
Cantrips (at will): mage hand, prestidigitation, ray of frost,
False Appearance. While White Maw remains motionless, it is shocking grasp
indistinguishable from white stone. 1st level (4 slots): burning hands, chromatic orb, mage armor
Killer Response. Any creature that starts its turn in White Maw's Sunlight Sensitivity. While in sunlight, Yusdrayl has disadvan-
space is targeted by a pseudopod attack if White Maw isn't tage on attack rolls, as well as on Wisdom (Perception) checks
incapacitated. that rely on sight.
ACTIONS Pack Tactics. Yusdrayl has advantage on an attack roll against
Pseudopod. Melee Weapon Attack: +8 to hit, reach 10 ft., one a creature if at least one of her allies is within 5 feet of the crea-
target. Hit: 22 (4d8 + 4) bludgeoning damage plus 9 (2d8) acid ture and the ally isn't incapacitated.
damage. If the target is wearing nonmagical metal armor, its
ACTIONS
armor is partly corroded and takes a permanent and cumula-
tive -1 penalty to the AC it offers. The armor is destroyed if the Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
penalty reduces its AC to 10. Hit: 4 (ld4 + 2) piercing damage.



APPENDIX B I CREATURES


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